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This page has all the spell together from the other pages and some new ones added to boot.  This should make it easier to have them all printed out from this one grand listing!  (I made most of them enchantments, right or wrong).
 
Last Updated:   5/15/2010 

Wizard and Sorcerer Spells for d20 Fantasy System


0th Level


Enchantment Camouflage, gives concealment (20% miss) to target.

Enchantment Hyposmia, gives -4 to all DC rolls involving smell for 10 minute per level.

Illusion Translucency, makes a creature or object translucent.


1st Level


Evocation Shade, dims the ambient lighting by 50%

Enchantment Epistaxis, Causes target’s nose to bleed for 1 hp/minute.

Enchantment Feign Sleep, target can see through closed eyelids.

Enchantment Magical Contrail, Target leaves a magical contrail followable with detect magic.

Enchantment Pytalism, causes target to drool profusely, must drink water to hydrate

Enchantment Smell Blood, smell blood within 60 feet.

Illusion Transparency, makes target transparent like clear water, granting +1 to attack and 20% concealment.

Transmutation Cleansing, cleans an area of dirt, dust and blood


2nd Level


Divination See Age, casters may see the relative age of things they view.

Enchantment Alopecia, makes target’s hair fall out.

Enchantment Anosmia, target looses sense of smell.

Enchantment Myalgic Curse, subject sustains subdual damage for each action performed during a round.

Enchantment Pallative, stabilizes patient for 1 hour per caster level.

Enchantment Pyrexia, give -2 to all stats and 1d8 subdual, victim rerolls save vs. disease.

Evocation Aggrandizement, adds level(s) to next spell cast by caster.

Transmutation Diffuse Magic, spreads a spells area out making it proportionally less powerful.

Illusion Diplopia, induces double vision that makes attacks 50% accurate.


3rd Level



Divination Bloodglow, causes blood to glow obviously in an area.

Divination Sense Power, see relative HD or Levels of individuals.

Enchantment Anamensis, fixes events to the mind of the caster.

Enchantment Ataraxia, wizard’s version of Calm Emotions.

Enchantment Desquamation, subject’s skin flakes off making it easier to track by smell and causing more damage from attacks.

Enchantment Hyperkaratotic Armor, increases target’s skin thickness giving DR 5/+1 and minus 6 to charisma, -4 dex, and -10’ to movement.

Enchantment Infravision, gives +60 ft range to target’s infravision ability.

Evocation Acidball, like fireball but with acid lasting for three rounds.

Illusion Daydreaming, subject suddenly is lost in a daydream.

Metamagical Maintain Spell, allows any spell to be maintained with some concentration, caster receives -1 penalty to all die rolls per spell level maintained.

Transmutation Epidermic Transmutation, skin becomes the same as another touched creature’s.


4th Level


Enchanment Amain, gives recipient maximum damage on attacks for short time.

Enchantment Amusia, target looses ability to recognize or make music.

Enchantment Diaphoresis, target sweats profusely losing 1d4 Con points per hour.

Enchantment Effete, attacks by target do minimum damage.

Enchantment Fit, resizes item for use by another.

Enchantment Shadow Puppet, take control of subject’s shadow making them a puppet.

Enchantment Ultravision, 120 ft range granted.

Enchantment Virus Yawn, adds a magical effect to the common yawn, making subject more susceptible to sleep effects.

Illusion Project Sensor, project’s the caster’s senses to probe ahead, detection spells may be cast through them.

Illusion Spectacle, increase the noticeability of the target area by +1 per level (up to 15 max).

Transmutation Glomtongue, caster’s tongue can spring out to glom on to objects with strength 12 + caster’s level.

Transmutation Mindswap, caster and target creature exchange minds


Transmutation Pocket Companion, shrinks an animal into a small wooden carving until released.


5th Level


Abjuration Equipollent Return, casters accepts full effect of a spell and sends a copy of the spell back to originator.

Conjuration Freeze Bolts, deals 3d6 cold damage per bolt plus save against paralysis from cold effect.

Enchantment Imbue with Elemental Essence, target animal gains elemental abilities.

Enchantment Phobia, a permanent suggestion that something is dangerous to the subject.

Enchantment Sympathetic Shapechange, target is shapechanged into same species as the caster for one hour per level.

Enchantment X-ray vision, 20 ft range granted.


6th Level


Divination Epiphany, caster gains an insight about something meditated upon.

Divination Recognize Hand, the caster can see the actions of specific individuals or of a race.

Enchantment Altermorph, shapechanges caster into same species as the one (s)he touches.

Enchantment Allergy, causes target to become allergic to something.

Enchantment Vegetarian Curse, you are what you eat!

Transmutation Permeability, allows the passage of objects and creatures through magically created walls and barriers.


7th Level

Enchantment Auramosis, converts 50 pounds of matter per level into gold.

Enchantment Spell Nimbus, creates a magical potential to reactivate a spell of 6th level or lower when it ends.

Transmutation Burn Metal, superheats a metal so that it burns in air, possibly destroying the object.


8th Level


Evocation Unbelief, the caster makes something not exist for the subject if they wish not to believe in a thing.

Transmutation Contact Shapechanging, recipient shapechanges into same species as the one they are in contact with.

9th Level


Enchantment Geometric Bifurcation, Splits the subject into two selves, and then again, making multiple copies of the individual.

Evocation Plasma Flare, does 1d6 per level (max 30) plasma-based damage.


10th Level


Conjuration Sunball, creates a miniature sun with diameter equal to the caster’s level in inches maximum made of plasma providing heat and light.

Enchantment Spell Eternal, makes ANY spell of 8th level or lower permanent.

Evocation Super Nova, explodes a sunball creating a sphere of miniature sphere of annilation.

Transformation Mantle of Shadow Entelechy, give +40% reality to shadow conjuration spells minuses to DC save rolls against illusion-based spells for duration.




Spell Descriptions:




Acidball

Evocation (Acid)

Level: Sor/Wiz 3

Components: V,S,M

Casting Time: 1 standard action

Range: Medium (200+20 ft/level)

Area: 20 ft. radius spread

Duration: 3 rounds

Saving Throw: Reflex half

Spell Resistance: No


An acidball is a sphere of concentrated acid and water that flies towards the target. It explodes on contact with something or at the limit of it’s range. The ball spatters acid all over the Area covering whatever lies within. It is possible to find cover at the DM’s discretion.

The first round does 0-1 hp/level of the caster to all affected. As the acid starts to work harder, the next round does 1-2 hp/level of caster. The next round the acid does 1-3 hp per level of the caster. By the 4th round the acid has faded away and no further damage occurs. At any point, it is possible to wash away the acid from a target. The maximum level is 10th for determining damage.


Allergy

Enchantment (Curse)

Level: Sor/Wiz 6, Cleric 6

Components: V, S, F

Casting Time: 1 round

Range: 10’

Target: Up to one creature per 4 levels of spell caster

Duration: Permanent until dispelled or removed

Saving Throw: Fort negates , see below

Spell Resistance: Yes


This spell causes the target to have an allergic reaction to whatever the caster wishes (a certain type of perfume, maple tree pollen, sand, bee stings, magic, evil, cold, etc…) as long as it’s not something that the creatures requires to live on such as water or air, but a certain type of water (i.e. sea water) or gas (i.e. orc breath, incense) could be specified. The target must be exposed the allergen at the time of casting. In the future, the thing must physically contact the victim for the allergy to be activated (ingested, touched, or inhaled). At this time, a Fort save (DC 20) must be made to avoid anaphylactic shock. This makes the victim exhausted, their skin becomes flushed, they make tears, and it’s difficult to breathe. They also experience -2 to all their attacks, saves, AC and their spell failure increases by +20 % until they no longer contact the specific allergen and for one round thereafter. The secondary effect will be unconsciousness if they are exposed to the allergen for another minute (which maybe be avoided by a successful Fort save at DC 20). Each full minute of exposure requires another such save. After an hour of exposure the recipient must roll a Fort save (DC 25) or die from the shock. Removing the allergen will end the present episode, but re-exposure can initiate another one. Someone who already has the same allergy will have a -4 to attacks, saves, AC and +40% spell failure during exposure and has a -4 to all saves involving this spell as it affects them. A remove curse of dispel magic can end the misery of this spell and no more episodes can occur from the one casting.


Aggrandizement


Evocation (Magical Power)

Level: 2nd

Components: V,S,M

Casting Time: 1 standard action

Range: 10’ per level

Area: 5’ per level radius

Duration: Special

Saving Throw: None

Spell Resistance: None


Aggrandizement increases the effective spell caster’s level by the intelligence (wizards) or charisma bonus (sorcerers) for the next spell cast. For example, a Wizard or Sorcerer with 14 intelligence or charisma (+2 bonus) may add 2 levels of casting level to himself or 2 to another spell caster. Only the next spell cast is affected.


Alopecia

Enchantment

Level: Sor/Wiz 2

Components: V, S, F

Casting Time: 1 standard action

Range: Touch

Target: One mammal

Duration: Permanent until regrown naturally

Saving Throw: none

Spell Resistance: Yes


Recipient’s hair all falls out. Caster can specify which areas at their option.


Altermorph

Enchantment

Level: Sor/Wiz 6

Components: V, S, F

Casting Time: 1d(touched creature’s) HD minutes

Range: Touch

Target: The Caster

Duration: Permanent

Saving Throw: none

Spell Resistance: No


The caster willingly allows himself to be shapechanged into the same species as the one he is in physical contact with at the time of casting. It is a permanent change until dispelled.


Amain

Enchantment

Level: Sor/Wiz 4

Components: V, S, F

Casting Time: 1 standard action

Range: 10’ per level

Target: One creature

Duration: 1dX rounds (X = level of spell caster, rounded to closest die down).

Saving Throw: Will negates

Spell Resistance: Yes


While this spell is activated, the individual who’s under its affects does maximum damage with any attack.


Amusia

Enchantment

Level: Sor/Wiz 4

Components: V, S, F

Casting Time: 1 standard action

Range: 10’ per level

Target: One living creature with hearing

Duration: 1 hour per level

Saving Throw: Will



Spell Resistance: Yes


The target looses the ability to recognize or make music. Hence they are immune to any songs from a bard or songs from sirens or other monsters which use such magic. They can’t understand any words from any song that they hear. Bards under this spell can not use their music abilities for the duration.


Anamenesis

Enchantment

Level: Sor/Wiz 3, Cleric 3

Components: V, S, F

Casting Time: 1 standard action

Range: Touch

Target: One creature

Duration: One minute per Level

Saving Throw: Will negates

Spell Resistance: Yes


By means of this spell, the caster commits to memory the next level minutes-worth of events that he experiences. Every detail is remembered and may be recalled at will with perfect recollection. Spells and skills can not be permanently memorized by use of this spell, but they will automatically recognize such things when they are seen again. Command words, songs, writings, faces, pictures, or spoken words or sounds may be remembered and recreated to the best of the spell recipient's skill (DC determined by complexity and their skill, for example, reproducing a painting depends on their artistic skill, but every detail will be included). Reproducing glyphs or bardic spells will not invoke the power of the thing.


Anosima

Enchantment

Level: Sor/Wiz 2

Components: V, S, F

Casting Time: 1 standard action

Range: 10’ per level

Target: One living creature

Duration: Permanent until dispelled or cured.

Saving Throw: Fort

Spell Resistance: Yes


Recipient looses their sense of smell. They will probably eat more and gain weight and they will not know how bad their body odor is.


Ataraxia

Level: 3 Wiz/Sor

This is another name for Calm Emotions spell, but cast by Wizards and Sorcerers.



Auramosis

Enchantment

Level: Sor/Wiz 7

Components: V, S, F

Casting Time: 1 standard action

Range: Touch

Target: One touched thing

Duration: Permanent until dispelled

Saving Throw: Fort

Spell Resistance: Yes


This spell transforms one solid object or living thing into gold, up to 50 pounds per caster’s level in mass.


Bloodglow

Divination

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.


Burn Metal

Transmutation (Fire)

Level: Druid 6, Sor/Wiz 7

Components: V, S, F

Casting Time: 1 standard action

Range: 25 ft. + 5 ft./3 levels

Target: Metal equipment of one or more creatures per three levels, no two of which can be more than 30 ft. apart; or 25 lbs./two levels, all of which must be in a 30 ft. circle.

Duration: 9 rounds

Saving Throw: Will negates (object)

Spell Resistance: Yes (object)


Burn Metal heats metal to extreme temperatures where they actually begin to burn with the oxygen in the air or in water. The metal actually breaks down and it sustains damage from its combustion. Like Heat Metal, this spell takes place over time (in this case 9 rounds, possibly longer if water is added to burning metal):


Stage/Metal Creature Item

Round Temperature Damage Damage Effect


1 Warm --- --- Heating Up

2 Hot 1d4 --- Burning Flesh

3 Searing 2d4 1d4 Weakening Metal

4-6 Incandescent 4d4 2d4 Burning/Ashing Metal

7 Searing 2d4 1d4 Cooling Down

8 Hot 1d4 --- Cooling Down

9 Warm --- --- Cooling Down


During Rounds 4-6, the metal is white hot and it’s burning. For each round that water is applied to the metal fire, it continues to burn at Incandescent for one round longer with no reduction in damages from the attempt. The only way to slow a metal fire is to cover it with dirt, sand, or salt and this will lessen the burning by one round and prevent it from catching other combustibles on fire by forming a crust over the item (the fire is still burning inside, touching the crust is as Hot at this time). It will also prevent the temporary blinding effect that occurs whenever sighted creatures look at the burning metal: they must roll a DC 15 Fortitude save or be blinded for 1d4 rounds (seeing spots).

Under water, this spell lets the metal burn (remain Incandescent) until it is destroyed and becomes a pile of mineral ash. Also, underwater, the item projects heat damage (boiling water) equal to half the creature damage out to 5 ft. from the item.

Unattended, non-magical metal gets no saving throw for this spell. Magic items do. Held items get the saving throw of the possessor if it’s higher. Any cold spell negates the damage on a point by point basis during the round(s) of contact. However, if the spell has a water or ice component, the damage will still be negated as before, but burning will continue one round longer than it would have without having added the water or ice. Also, Metal Hardness does not lessen item damage from the burning stage. Once the metal object reaches zero hit points, it is destroyed and the burning stage ends although the ash will still have to cool.


Camouflage

Enchantment

Level: Sor/Wiz 0

Components: V, S, F

Casting Time: 1 standard action

Range: Personal or touch

Target: One creature or object 100 pounds per level

Duration: 1 minute per level

Saving Throw: Will negates

Spell Resistance: Yes


The colors and their patterns on the target become the colors and shapes of the background or surroundings. It give concealment and 20% chance to be missed. If the target moves into another area, the camouflage may not match that new area.


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.



Contact Shapechanging

Transmutation

Level: Sor/Wiz 8

Components: V, S, F

Casting Time: 1 standard action

Range: 10’ per level

Target: One living intelligent creature

Duration: 1 hour + 10 min./level

Saving Throw: none

Spell Resistance: No


The recipient of this spell will automatically shapechange into the species of any intelligent creature he/she comes in physical contact with. Only by consciously willing it not to happen does it not occur. This takes a standard action to do. The recipient has to roll an intelligence check to figure this out if they don’t already know this.


Daydreaming

Illusion

Level: Sor/Wiz 3, Bard 2nd (as part of a song)

Components: V, S, F

Casting Time: 1 standard action

Range: 10’ per level

Target: One living intelligent creature

Duration: 1 round per level of caster

Saving Throw: Will negates

Spell Resistance: Yes


The target immediately begins to day dream, interrupting whatever they were doing. They remain awake, however, simply tuning out their surroundings for a short trip into the dream world. This gives them a -6 to their reaction roll and -6 to AC for the first attack against them. They can be called out of the day dream by someone calling their name loudly or from damage. They need to roll a DC 15 each round to come out of it on their own.


Desquamation

Enchantment

Level: Sor/Wiz 3, Druid 3

Components: V, S, F

Casting Time: 1 standard action

Range: Touch

Target: One creature

Duration: One Hour per Level

Saving Throw: Will negates

Spell Resistance: Yes


This makes the target's skin flake off at a much higher rate. This makes tracking them by scent much easier (minus the Caster's Level to tracker's DC) while under this enchantment. By the end of the spell's duration, if allowed to go to full length, the target suffers from having thin skin and will receive an additional hit point of damage per 6 levels of the caster until their skin grows back naturally or their skin is cured. A Hyperkaratotic Armor spell negates the effects of this spell (see below).



Diaphoresis

Enchantment

Level: Sor/Wiz 4

Components: V, S, F

Casting Time: 1 standard action

Range: touch

Target: One living creature with sweat glands

Duration: Special (See Text)

Saving Throw: Fort initial and every hour thereafter until save is made

Spell Resistance: No


The target begins to sweat profusely. Sweat gets into the eyes causing -2 to visual checks and sweaty hands causes a fumble to occur on a combat roll of 1-2 instead of just a 1. If it is cold, there is a chance of hypothermia to set in. After one hour, the victim looses 1d4 Constitution Points. At this time another Fort save is rolled. If it fails, the sweating continues for another hour with the same effect as described above. If successful, the sweating stops. The victim’s skin becomes wrinkly from being soaked with water after the first hour. If the victim drinks a pint of water per 100 pounds of body weight, the loss of Constitution is prevented for that hour.


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).


Diplopia

Illusion

Level: Sor/Wiz 2

Components: V, S, F

Casting Time: 1 standard action

Range: 10 ft per level

Target: One creature

Duration: 5 minutes per level

Saving Throw: Will Negates

Spell Resistance: Yes


The target sees everything double and the mind can’t tell which is the image and which is the real thing that it is looking at. Hence, everything that the subject wants to attack or reach for, there is a 50% chance that they will have chosen the right one.


Effete

Enchantment

Level: Sor/Wiz 4

Components: V, S, F

Casting Time: 1 standard action

Range: 10’ per level

Target: One creature

Duration: 1dX rounds (X = level of spell caster, rounded to closest die down).

Saving Throw: Will negates

Spell Resistance: Yes


While under the affects of this spell, the recipient does minimum damage for all attacks they do.


Epidermic Transmutation

Transformation

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.


Epiphany

Divination

Level: Sor/Wiz 7, Cleric 6

Components: V, S, F

Casting Time: 1 standard action

Range: Touch

Target: One creature

Duration: 5 minutes

Saving Throw: Will negates

Spell Resistance: Yes


The caster tries to gain an insight into the essential nature of a topic or individual or object. The DC of this attempt is based on the difficulty of what is being sought (p. 64 of Player's Handbook). The attempt could be modified by Wis, Int, or Cha, whatever is highest. The thing that is realized is up to the DM and is only a one sentence that jumps into their mind.



Epistaxis

Enchantment

Level: Sor/Wiz 1

Components: V, S, F

Casting Time: 1 standard action

Range: Touch

Target: One living creature

Duration: 1 minute per level

Saving Throw: None

Spell Resistance: No


Touching a living creature with blood and a nose to have a nose bleed. 1 hp/minute is lost by the recipient unless they can stop the bleeding with curative magic or by a successful healing check. There is a DC roll equal to 10 plus the caster’s level -1 for each minute past since the first one. If the check is made the bleeding is stopped.


Equipollent Return

Abjuration

Level: Sor/Wiz 5

Components: V, S, F

Casting Time: 1 standard action

Range: varies depending on spell copied

Target: one spell.

Duration: varies depending on the spell copied

Saving Throw: varies depending on spell copied

Spell Resistance: Yes


The caster decides to take on the full effect of a spell cast at them (they fail their save). However, a copy of the spell at the same level and effect as the original spell is sent right back at the sender. They must make a save against their own spell. Only spells up to the 4th level may be returned by this spell.


Feign Sleep

Enchantment

Level: Sor/Wiz 1

Components: S

Casting Time: 1 standard action

Range: Touch

Area: One target creature or being with eyelids

Duration: 1 hour per level

Saving Throw: Will negates

Spell Resistance: Yes


The touched target appears as if in a deep sleep, however they remain quite conscious, awake and alert. The target can see through their closed eyelids as if they were opened. One simply opens their eyes to end this spell.



Fit

Enchantment

Level: Sor/Wiz 4

Components: V, S, F

Casting Time: 1 minute

Range: Touch

Target: One object

Duration: Permanent until dispelled

Saving Throw: None

Spell Resistance: No


Any mundane item may be resized to fit the use of a humanoid of another size category. Up to 3 sizes in difference maybe accomplished per casting. Hence a sword used by a giant can be made the right size and mass for a human to wield and vice versa. A dwarf’s mail could be resized to fit an elf, etc.


Freeze Bolts

Conjuration

Level: Sor/Wiz 5th

Components: V, S, F

Casting Time: 1 standard action

Range: 100’ + 10’ per level

Target: Anything

Duration: Special

Saving Throw: Reflex

Spell Resistance: Yes


With this spell, the caster may create up to one freeze bolt per every to levels above ninth:


Level Bolts

    1. 1

    1. 2

13-14 3

15-16 4

17-18 5

19-20 6

21-22 7

23-24 8

25+ 9


Each fired only one per round. Each bolt does 3d6 hp damage and the target must make a Reflex save or become paralyzed by the cold, held in place by restrictive ice which encases them.


Each round after the first, the target may make a strength check (DC: 5+ Caster’s Level) to break free from the ice. If they do not, they take an additional 1d6 h.p. damage. Each successive round the DC is lowered by 1.


Fire, Force, and Sonic spells, as well as melee attacks, lowers the DC by 1 for each h.p. damage done to the target. Ice spells increase the DC by 1 for every 5 hp damage done to the target.


Glom Tongue

Transformation

Level: Sor/Wiz 4

Components: V, S, F

Casting Time: 1 standard action

Range: 5 ft per level (max 100 ft)

Target: One object

Duration: 1 round

Saving Throw: None

Spell Resistance: No


The tongue of the caster becomes like that of a chameleon, such that is spring out of their mouth to stick on to an object that they want to bring back. The action occurs instantly and it is treated as if it has a strength of 12 plus the caster’s level. Weapons and items held must roll a strength check to see if they can be taken away from the one who is holding them.



Geometric Bifurcation

Enchantment

Level: Sor/Wiz 9

Components: V, S, F

Casting Time: 1 standard action

Range: Touch

Target: One living creature with Intelligence score >1

Duration: 10 minutes per level and See Text

Saving Throw: none

Spell Resistance: No


Target living thing can be separated into two separate beings. Each unit may then split in to two as one standard action. The splitting can continue indefinitely and each takes one round to occur. Each unit feels what any other unit does, hence they all share communal hit points. The total original character’s hit point are divided evenly (round up) among all the units. Once an individual unit has lost all of its hp, it dies. All units act and think independently, there is no psychic link imparted by this spell. Physically, they are identical to the original creature. All of the individual experiences of the units will become part of the whole whenever they merge together again.

If a unit moves farther than Caster’s Level x 10 feet away from any other unit, that unit will stay separate until they once again come back into that range. If this happens or if the spell’s duration has lapsed, they will be pulled together as if by a magnetic force at a rate of CLx10 ft./minute. Anything holding units apart will have to strive against a Strength equal to the CL. Units can not try to hold themselves apart.

So long as the units keep apart, they can grow into their own character – merging only when in range of another unit.


Hyperkaratotic Armor

Transmutation

Level: Sor/Wiz 3, Druid 3

Components: V, S, F

Casting Time: 1 standard action

Range: Touch

Target: One creature

Duration: 1 Hour per 2 Levels.

Saving Throw: Fort negates unless willing

Spell Resistance: Yes


This spell causes a thickening of the target's skin. This gives damage reduction 5/+1 and resistance to heat and cold of 5. These stack with exitisting DR and Resistances. This very thick, hard skin lowers the Dexterity score of the target by 6 (minimum 1) and slows movement down by 10' and Charisma is also lowered by 4 for the duration of this spell. A Desquamation spell negates the effects of this spell (see above)..



Hyposmia

Enchantment

Level: Sor/Wiz 0

Components: V, S, F

Casting Time: 1 standard action

Range: 5’ per level

Target: One living creature

Duration: 10 minutes per level

Saving Throw: Will

Spell Resistance: Yes


Target receives a -4 to all DC checks involving smell for the duration.


Imbue with Elemental Essence

Transmutation

Level: Sor/Wiz 5, Druid 4

Components: V,S,M

Casting Time: 1 standard action

Range: Short (20 ft/level)

Area: One target animal

Duration: 10 minutes per level

Saving Throw: Fort negates

Spell Resistance: No


The target’s attacks and being become enhanced with one of the four elements: fire, water, air, earth. This gives the any attack that they normally make has an additional +1d6 hit points of damage, treated as the chosen element. The animal gains resistance 10 verses the element that they are imbued with and a +2 to their AC for the duration. The recipient also gains 1d8 temporary hit points and movement 20 through any medium that matches the chosen element, like an elemental moves. The material component for this spell is a piece from an elemental of the appropriate type.


Infravision

Enchantment

Level: Sor/Wiz 3

Components: V, S, F

Casting Time: 1 standard action

Range: Personal or touch

Target: One living creature

Duration: 10 minutes per level

Saving Throw: Will

Spell Resistance: Yes


Recipient can see with infravision to 60 ft. range of in cases where they already have infravision, 60 feet further.


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.



Maintain Spell

Metamagic

Level: Sor/Wiz 3

Components: V, S, F

Casting Time: 1 standard action

Range: 0

Target: Proceeding spell only.

Duration: concentration

Saving Throw: None

Spell Resistance: No


The caster prepares to maintain any spell with duration longer than instantaneous by casting a Maintain Spell. After the proceeding spell ends, the caster maintains a low level of concentration on the continuance of the spell. He may do whatever he likes but everything carries a penalty of -1 per spell level he is maintaining. Hence, ability checks, saves, attacks, AC, initiative, and skill checks all carry this minus from the maintained spell. The total number of spells that may be so maintained is equal to the caster’s Cha or Int bonus (Sorcerers or Wizards respectively). However, each spell level contributes to the roll adjustment penalty. If the maintaining spellcaster sustains damage, a Concentration check must be rolled for each maintained spell to determine whether the spell(s) remain active. If the maintainer goes to sleep or prepares his daily spells, the maintained spell(s) may still be continued, but another Concentration Check must be made to do so for each instance. If the spell caster meditates for one minute per spell level, prior to either of these activities, the spell(s) are automatically maintained. Of course, at any time, the spellcaster can simply end his maintaining of a spell by willing it. As may be surmised, level zero spells give no penalty while being maintained and no meditation is required to keep them going when one falls asleep or prepares spells.


A Maintain Spell spell is a magical link between the caster and the spell being matained. It may itself be dispelled, hence severing the link and ending the maintained spell. An antimagic field automatically breaks any Maintain Spell activated which enter into it.


Mindswap

Transformation

Level: Sor/Wiz 4

Components: V, S, F

Casting Time: 1 standard action

Range: Touch

Target: One other creature

Duration: permanent until contact is made again

Saving Throw: Will Negates

Spell Resistance: Yes


The caster touches the target being's head for one full round and attempts to swap minds with them. The caster's Int, Wis, and Cha transfers into the target creature's and vice versa. There is a mild disorientation for 1d4 rounds where the two swapped minds can not do anything except get their bearings. This lasts for one round only if one anticipates the transference. The minds remained swapped until there is contact of one of the participant's hands on the head of the other one.


Myalgic Curse

Enchantment (Curse)

Level: Sor/Wiz 2

Components: V, S, F

Casting Time: 1 standard action

Range: Touch

Target: One creature

Duration: 2 rounds/level.

Saving Throw: Fort negates

Spell Resistance: Yes


The recipient of this spell is afflicted by severe pain from moving the muscles in their body. For every action/attack that they make, one hit point of subdual damage accrues. As long as the recipient does not move, there is no further damage and they will realize this after the initial round under this spell. They do not know when the spell ends unless they test it by moving. Spellcasters must roll a concentration check in order to successfully cast a spell.


Pallative

Enchantment

Level: Cleric 1, Wiz/Sor 2

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. After this spell lapses, the harmful effect continues where it left off.


Permeability

Transformation

Level: Sor/Wiz 6

Components: V, S, F

Casting Time: 1 standard action

Range: Touch

Target: One magically created wall or barrier

Duration: permanent until wall is dispelled or destroyed

Saving Throw: None

Spell Resistance: No


Creates a condition in a magically created wall or barrier that allows for the safe passage of any one thing or creature, individual or type. For instance, a wall of force could be made to pass through oxygen or elves or just the caster. A blade barrier can be passed through safety by the casting of a permeability.


Permeability Potion


The one who drinks this potion can freely pass through magically created barriers freely for 5 minutes per swig. A typical potion vial has 8+1d4 swigs.


1000 gp. CL 12


Phobia

Enchantment (Curse)

Level: Sor/Wiz 5, Cleric(Fear) 4

Components: V

Casting Time: 1 round

Range: 25’ + 5’/2 caster levels

Target: One sentient being

Duration: Permanent until dispelled or removed

Saving Throw: Will negates

Spell Resistance: Yes


This is a permanent suggestion for the target that something is harmful to them and should be avoided. Whenever they encounter the thing (orcs, bees, spiders, buckets, infants, etc…), they will be affected as if by a fear spell at the caster’s level.


Plasma Flare

Evocation (Plasma)

Level: Sor/Wiz 9

Components: V, S, F

Casting Time: 1 standard action

Range: 200' + 20' 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, plasma, 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. Fire Immune creatures take normal damage on a failed save and Cold Immune take double damage on the same. 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 target(s) (s)he is aiming at.


Pocket Companion

Transmutation

Level: Sor/Wiz 4, Druid 3

Components: V,S,M

Casting Time: 1 standard action

Range: Short (20 ft/level)

Area: One target animal

Duration: Special

Saving Throw: Will negates

Spell Resistance: No


The caster points at an animal and shouts: “Capture!” The animal will shink in size and become a wooden figurine the size of ½ inch per HD in width. It will remain in this form until someone throws it and shouts: “Release!”, at which time the animal will reform into the same thing that it was when it was captured. While the animal is in the figurine form, it regenerates at caster’s level hp/day. The attitude of the animal isn’t changed by this spell. The caster has no special control over the animal other than its safe keeping and portability while in its shrunken form.


Project Sensor

Illusion (shadow)

Level: Sor/Wiz 4

Components: V, S, F

Casting Time: 1 standard action

Range: 100' + 10' per level

Target: Self

Duration: 10 minutes per level.

Saving Throw: none

Spell Resistance: No


The caster projects a shadow version of himself that moves away from himself. It has full sensory perceptions (touch, sight, hearing, smell and taste), the same as the caster's own and the caster feels like they are standing where the projected self is. The caster may use any detection spell or see invisibility or true sight type spells (any spell which affects his senses) and they work from the projected shadow's location. When the spell ends, there is a one round of disorientation as the projector finds his perceptions back where his body is.


Ptyalism

Enchantment (Curse)

Level: Sor/Wiz 1

Components: V, S, F

Casting Time: 1 standard action

Range: 100'

Target: One creature

Duration: 1 hour per level

Saving Throw: Will negates

Spell Resistance: Yes


The target will salivate profusely for the duration of this spell upon failing the Will save. They will have to drink 1 pint per hour to replace lost fluids or risk dehydration.


Pyrexia

Enchantment (curse)

Level: Sor/Wiz 2

Components: V, S, F

Casting Time: 1 standard action

Range: Touch

Target: One creature

Duration: One Hour

Saving Throw: Fort negates

Spell Resistance: Yes


The touch of this spell induces a fever which increases the core body temperature to unsafe levels. They receive -2 to all six of their ability scores for the duration and 1d8 + 1/level hp subdual damage (max +5). However, any diseases or infection suffered by the recipient may be destroyed with a successful reroll on the save with a bonus to the d20 roll equal to the caster's level


Recognize Hand

Divination

Level: Sor/Wiz 6

Components: V, S, F

Casting Time: 1 standard action

Range: Touch

Target: One creature or race

Duration: Permanent until cast again.

Saving Throw: Will negates

Spell Resistance: Yes


The caster is able to recognize the remaining, tell-tale signs of actions taken by a specific, pre-determined individual or race whenever they encounter them. For example, when coming upon a battle scene, the fact that so and so did it or that orcs had a hand in doing it may be seen. There is a 15 DC to determine this for an individual subject and a 10 DC for a race. The caster must touch the target (either an specific individual OR a representative creature of a race) to be recognized in the future at the time of casting. The DC is modified by taking the difference of the Caster’s Level minus the Level of the chosen subject. It is also modified by the Intelligence modifier of the caster. If a 1 or less is rolled, false information is gained. The DM should roll this DC secretly. Once a subject is determined, the subject is fixed until another recognize hand is cast. This spell may be cast with someone instead of the caster so that they can recognize the hand of another, but the caster must touch both the beneficiary and the subject at the time of casting.


Shade

Evocation

Level: Sor/Wiz 1

Components: V, S, F

Casting Time: 1 standard action

Range: 10ft

Target: One object, 10ft + 5 ft per caster’s level (no maximum)

Duration: one hour per level

Saving Throw: None

Spell Resistance: No


Similar to the darkness spell, but this creates an area of deep shade where lighting is dimmed by up to 50%. This spell is invaluable in desert regions and it lowers the temperature in the shaded area by 10 degrees F.


Shadow Puppet

Enchantment (muscle control)

Level: Sor/Wiz 4

Components: V,S,M

Casting Time: 1 standard action

Range: Short (20 ft/level)

Area: One Medium sized creature or being casting a shadow

Duration: Special

Saving Throw: Fort negates

Spell Resistance: No


The caster uses the magic of this spell to animate the shadow of something which is casting one. He makes the shadow do an action which the caster of the shadow must imitate in the next round. There is a Will save to be made to avoid this each time. If the save is made, the spell is not broken. This spell lasts as long as the caster concentrates on the shadow or until the shadow is no longer visible due to changing lighting conditions. There is a DC 18 intelligence check to see if the target of the spell realizes that his shadow is being manipulated. There is a DC 15 check for others nearby to realize that it is happening.



See Age

Divination

Level: Sor/Wiz 2, Cleric (time) 2

Components: V, S, F

Casting Time: 1 standard action

Range: limit of vision

Target: One creature

Duration: 10 minutes per level

Saving Throw: will negates

Spell Resistance: Yes


Upon fixing his gaze to an object or living thing, the one using this spell can get a feeling for the relative age of the thing. This spell may even be used while other spells (such as detect magic) are working so that the age of spells in place maybe determined. The apparent age catagories are as follows are seen as the various time increments. Something can be on the order of seconds, minutes, hours, days, weeks, months, seasons, years, decades, centuries, millenia and older. The user of this spell knows what the order of time is for the age of an object and can tell if something is older than something else.


Sense Power

Divination

Level: Sor/Wiz 3

Components: V, S, F

Casting Time: 1 standard action

Range: Limit of vision

Target: One creature

Duration: 10 minutes per Level

Saving Throw: Fort negates

Spell Resistance: Yes

By looking at living things, their relative negative or positive energies can be discerned. Given a side by side comparison, one creature can be seen as having more HD or Levels than another. It does not indicate the absolute level (ie the actual number). Also, paladins glow brightly and the use of curing spells is obvious. Also, the undead become obvious to the user of this spell. Spells using Positive or Negative energy are clearly visible as well.


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.


Spectacle

Illusion

Level: Sor/Wiz 4

Components: V, S, F

Casting Time: 1 standard action

Range: 100 ft + 10 ft/level

Target: 2ft. + 1 ft./level diameter

Duration: 1 minute per caster's level

Saving Throw: Will negates

Spell Resistance: Yes


The targets area has its sound and light amplified more than the normal. This makes the area easier to spot and hear by those outside of it (+level to spot roll and listen roll, max +15). It is a useful spell for making one’s self heard and seen easier by a larger crowd. Those in the area are not necessarily aware of the increased attention. Also, it is far easier to overhear the conversation and to notice what is happening to those in the subject area by those outside of the area of effect.



Spell Eternal

Universal (Spell Enchantment)

Level: Sor/Wiz 10

Components: V, S, F

Casting Time: 3 rounds

Range: See text

Target: See text

Duration: Permanent

Saving Throw: None

Spell Resistance: No


This spell must be cast immediately prior to the next spell that is to be made permanent. This spell makes another spell of 8th Level or lower permanent, but there is a cost in XP that must be paid depending upon the spell's normal duration. Any spell that has a duration longer than instantaneous costs 500 xp per level (250 xp for level zero spells). Any spell with an instantaneous duration will be renewed each round, repeated endlessly, over and over again. This costs 1000 xp per spell level (500 xp for level zero spells. The spell is the same each time. Hence a fireball explodes at the same point, round after round. Spell Eternal enchanted spells are at +2 DC to resist dispelling attempts.


Spell Nimbus

Universal (Spell Enchantment)

Level: Sor/Wiz 7

Components: V, S, F

Casting Time: 1 round

Range: See text

Target: See text

Duration: Permanent until discharged

Saving Throw: None

Spell Resistance: No


When cast on an existing spell of 6th level or lower, it creates a nimbus or magical cloud of spell energy that surrounds the spell. This nimbus allows the associated spell to reinstate as soon as it ends, either from being dispelled or when its duration ends. The replacement spell has the same parameters as the first spell and there is no interruption of effects during the transition. The spell's parameters are exactly the same: duration, level, caster's level, and effect; as if it had just be cast again. The nimbus can be dispelled separately from the spell that it enchants. Multiple spell nimbuses may be placed on the same spell, each re-enabling the original spell in series until they are all used up. It cost the caster 50 xp per spell level (25 xp for level zero) that is being targeted by this spell. Spells that have been Extended are likewise extended by the spell nimbus. Permanent spells are recast as permanent if they were permanent at the time the nimbus was added to the base spell.


Still Invisibility

Enchantment

Level: Sor/Wiz 1

Components: V, S, F

Casting Time: 1 standard action

Range: Personal or touch

Target: One creature or object 100 pound per level

Duration: permanent until movement of target occurs

Saving Throw: Will negates

Spell Resistance: Yes


This spell confers invisibility on to creature or object which is permanent until any part of it moves more than ¼” in any direction. Creatures must concentrate on remaining still and it’s a DC 5 to keep still for one minute. There is a +1 to DC per minute of standing still. Dexterity adjustment affects this roll. Damage taken gives +4 per hit point damage to DC.


Sunball

Conjuration

Level: Sor/Wiz 10

Components: V, S, F

Casting Time: 1 minute per 1” diameter

Range: 100’ + 10’ per level

Target: na

Duration: one year per 1” diameter

Saving Throw: Fort for half

Spell Resistance: No


Creates a miniature sun that remains stationary at the location it is conjured. When it is formed, the caster determines the diameter of the sun in inches (up to caster’s level maximum). This diameter is X. Each 1” diameter sheds light equal to full daylight out to a 60’ radius and twilight out to twice that distance. Hence a X=20” sunball would light a 1200 ft. radius and twilight illumination would extend to 2400 ft. It also provides heat making the air temperature 50 + X degrees F. Anyone staring at the sunball must roll an Intelligence save DC X or go blind for X rounds. Anyone staring at the sunball within X feet must roll an intelligence save DC X or suffer permanent blindness on a failed save or temporary blindness for X rounds.


Anything within X feet of the sunball takes 1dX fire and heat damage (round X down to nearest whole die, roll d12 + 1 per X over 12).


Anything that contacts a sunball takes Xd6 plasma damage. The Fire Immune take normal damage failing a save and Cold Immune take double damage failing a save. Plasma is so hot that anything touching it will burn into atoms (except for a force effect). Fire Resistance doesn’t apply against plasma effects.


Sunballs weigh 25 pounds per inch diameter and gain no momentum. They only can be moved while something is pushing on it (telekinesis or physical pushing) otherwise they remain stationary.


Super Nova

Evocation

Level: Sor/Wiz 10

Components: V, S, F

Casting Time: 1 standard action

Range: 10 ft. + 20 ft. per level

Target: One sunball

Duration: instantaneous

Saving Throw: None

Spell Resistance: No


This spell explodes a sunball causing Xd6 plasma damage to everything within the primary radius of 10 ft. per 1” diameter of the sunball. Plasma does normal damage on a failed save to the Fire Immune and double damage on a failed save to the Cold Immune. Fire Resistance doesn’t apply. Anything that is beyond the primary radius, but within a radius twice the primary takes Xd6 heat and fire damage.


After the explosion, all that remains is a miniature Sphere of Annilation with a diameter equal to the sunball’s diameter divided by 10.

Sympathetic Shapechange (Walk in my shoes)

Enchantment

Level: Sor/Wiz 5

Components: V, S, F

Casting Time: 1 standard action

Range: Touch

Target: One living creature with Intelligence score >1

Duration: 1 hour per caster’s level

Saving Throw: negates

Spell Resistance: No

The recipient is shape changed into the same species as the caster of this spell.


Translucency

Illusion

Level: Sor/Wiz 0

Components: V, S, F

Casting Time: 1 standard action

Range: Personal or touch

Target: One creature or object 100 pounds per level

Duration: 1 hour per level.

Saving Throw: Will negates

Spell Resistance: Yes


Object or creature affected becomes translucent to light and it makes for a cool effect only. It gives the appearance of glass, crystal or gem-like quality.


Transparency

Illusion

Level: Sor/Wiz 1

Components: V, S, F

Casting Time: 1 standard action

Range: Personal or touch

Target: One creature or object 100 lb.s weight per level

Duration: 1 minute/level

Saving Throw: Will negates

Spell Resistance: Yes


Target becomes transparent to light gaining +1 on combat to hit and concealment (20% chance to miss).


Ultravision

Enchantment

Level: Sor/Wiz 4

Components: V, S, F

Casting Time: 1 standard action

Range: Personal or touch

Target: One living creature

Duration: 10 minutes per level

Saving Throw: Will

Spell Resistance: Yes


Recipient can see with ultravision to 120 ft. range of in cases where they already have ultravision, 120 feet further.


Unbelief

Evocation

Level: Sor/Wiz 8, Cleric 8th

Components: V, S, F

Casting Time: 1 standard action

Range: Personal or touch

Target: One creature or intelligent being (above animal)

Duration: 1 day per level

Saving Throw: Will negates

Spell Resistance: Yes


Subject consciously decides to not believe in something and by means of this spell, the thing cannot affect or be affected by the subject of this spell. It simply doesn’t exist for the individual. The thing that is now unreal to the recipient can have normal effects for others and objects as usual, but can’t directly affect them. The subject simply does not believe the thing(s) are real, as if it were all a fairy tale to them. A specific person or thing can be the focus of unbelief or a general class of things such as orcs, or demons, or swords or even magic. No amount of convincing will make the unbeliever believe that the thing is real, finding some other explanation for what has happened.


Vegetarian Curse

Enchantment (Curse)

Level: Sor/Wiz 6, Druid 5

Components: V

Casting Time: 1 round

Range: 10’

Target: One or more meat-eating, sentient being

Duration: Permanent until dispelled or removed

Saving Throw: Will negates initially plus see below

Spell Resistance: Yes


The caster must be able to converse with the target and the curse is activated by a lecture about how eating meat is disgusting and vile. Up to one target per caster’s level may be affected within ear shot of the caster. Each listener gets a Will save to avoid the curse. However, for those affected, the curse is activated every time some meat is swallowed by the recipient. A Fort save at a DC equal to 0, +1 per each bite of a particular meat that is consumed. This effect as such being cumulative since the inception of the curse, so that haven eaten 15 bites of chicken for example (over time), the DC would be 15. The next bite (whenever that is) of chicken would be DC 16, etc., each time it gets harder to make the Fort DC. Once the DC is failed, the victim is transformed (polymorphed) into the animal or creature whose flesh (s)he has been eating. You are what you eat!


Virus Yawn

Enchantment (Curse), Sleep

Level: Sor/Wiz 4, Bard 4

Components: S

Casting Time: 1

Range: Vision

Target: Any being or creature with a mouth

Duration: Permanent until save is made, sleeping occurs, or dispelled or removed

Saving Throw: Will negates

Spell Resistance: No


When this spell is cast, the caster yawns in a big way, stretching and contorting his or her body. Anything with a mouth (including magic mouths, undead, constructs and even pictures!) that is within visual range of the caster has to roll a Will save (DC 25) to avoid yawning in turn (spell creations save at the caster’s level). Yawning can interrupt the concentration of spell casters (-10 to concentration roll). Yawning also gives -4 to initiative and to saves which attempt to avoid any sort of sleep inducing magics. Once the save is made, the target(s) will stop yawning for that round. However, if they see another mouth yawn within the next round, they have to roll the save again as the Virus Yawn reactivates. The caster is not affected by his own spell after the first yawn used to initiate the process. Once a person falls asleep, the curse is removed from them. As long as a yawn occurs within the field of vision of a thing with a mouth, the spell is activated. If someone is facing the other way it does not affect them. If they then turn around to see someone with the virus yawn yawn, they are subject to the curse. This spell is quite effective against Gibbering Mouthers, as one might imagine! In fact, it affects creatures with more than one mouth as if they were under a slow spell.



X-ray vision

Enchantment

Level: Sor/Wiz 5

Components: V, S, F

Casting Time: 1 standard action

Range: Personal or touch

Target: One living creature

Duration: 1 round per level

Saving Throw: Will

Spell Resistance: Yes


Recipient can see with x-ray vision to 20 ft. range, else as ring of x-ray vision in DMG. Gaze causes 1d4 hp per round to those within range as side effect, as the radiation emanates from the caster’s eyes. Lead and other dense materials block x-rays.













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