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Original Spells....

Wizard and Sorcerer Spells for d20 Fantasy System

 

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.

 

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 loses 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.

 

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

 

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.

 

 


 

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.

 

 

Contact Shapechanging

Enchantment

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.

 

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.

 

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.

 

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.

 

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

9-10                                 1

11-12                             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, 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.

 

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.

 

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.

 

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.

 

 

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.

 

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

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 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

Enchantment

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

 

X-ray vision

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 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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