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Ataraxia

This is another name for Calm Emotions spell.


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).


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.


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 decided 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.


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)..


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.


Project Senses

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.


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.


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


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.



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