Closed Grammarsalad closed 4 years ago
Illusion: Like a summon, but with more powerful cre but that does (mostly) non-lethal dam and low HP More 'real' illusions at higher levels
1) Illusions at a given level are 'stronger' than would be expected for that level. I think you said this somewhere Subtledoctor, but they should be about equal to a summon spell that is two levels higher.
2) Summoned creatures are 'dispelled' by certain divination magics. I think that the specifics should vary based on the spell, but True Seeing should dispel all creatures summoned by 6th level and below illusionists, and get to save each round or be dispelled (or, maybe reverse it, and allow the caster to dispel them if they save).
3) I think that 'disbelief' should be handled based on the spell level. Illusions become more complex at higher levels, and presumably this makes them more difficult to disbelieve. Further, many shadow versions actually gain a semblance of reality from 'shadowstuff' or whatever. As such, it should be relatively easy to disbelieve a 1st level phantasmal force, and increasingly difficult to disbelieve a higher level pf.
My thinking on low level PF is to give them 1hp. Basically, you swing your sword at them, it passes through without reaction from the creature, and so you and your friends automatically disbelieve it. Additionally, they can be disbelieved when attacked as below (perhaps even with a bonus to the 324 save).
Higher level illusory creatures can be disbelieved when attacked. I was thinking of something like this:
Spell A: destroys the illusory creatures created from a particular illusion spell. Spell B: protects the illusory creature from Spell A. These illusory creatures all have SpellB applied to them on creation, and perhaps at each new round. Spell C: Removes Spell B from all illusions from a particular spell in the area Spell D: Effect 1: 324 protecting against Spell D, but with a save vs. spell to avoid. Effect 2: 146 that casts spell C. Spell E: Casts spell A after a 1 second delay at self.
Illusory creatures have 2 Cast Spell on Condition spells that are triggered when they are attacked.
Condition 1: Target 'nearest enemy' spell 1: Casts Spell D.
Condition 2: Casts Spell E at self
Basically, if a creature is attacked, it will destroy itself if its nearest enemy saves vs. spell (they will see that it is not reacting right to the attack, and will disbelieve the spell). Higher level illusions will be more difficult to disbelieve, and the 324 effect will have a penalty to its save.
Okay. I really like that idea for Phantasmal Killer, the actual spell, which summons a 'horrifying illusion that can kill the target outright'. As such, the creature should have a death effect on hit that kills the target if they don't save, causing fear if they do save, and then dispelling itself. The PK is supposed to be impervious to attacks, and you can only disbelieve it once, but at 4th level, I think it's reasonable to allow a save each round. The Invisible Stalker 'animation' is perfect, as nobody knows what the PK looks like except the victim, and for them its pretty horrifying to describe.
You could protect other PKs if you make the area of the dispel small enough (the creature should be too fast--like super fast--to run away from--it's supposed to be inescapable as it is only in the targets mind, so it'll always be close by). Maybe reapply the immunity every round or so...IDK.
From Subtledr:
"This spell summons a monstrous creature next to the target. The creature is tagged with a spellstate ("phantasm"). Every round for 1 turn, a spell is cast area-wide which destroys creatures with that spellstate. These spells are cast on a 2-second delay. Meanwhile, every round, the target must make a saving throw. On a failed save an area-wide effect (with no delay) provides immunity against the "destroy all phantasms" spell.
End result: the phantasmal creature keeps attacking until the target makes a saving throw. Probably the target should be immune to the spell for 24 hours after being affected by it.
Possible downside: if you cast this on two enemies, then both phantasmal creatures would be destroyed if/when either of the targets makes a save. This could be seen as a feature or a bug. If a bug, then you could probably create an elaborate way to cycle through different spellstates or stat values to allow consecutive castings operate independently."
Okay. I really like that idea for Phantasmal Killer, the actual spell, which summons a 'horrifying illusion that can kill the target outright'. As such, the creature should have a death effect on hit that kills the target if they don't save, causing fear if they do save, and then dispelling itself. The PK is supposed to be impervious to attacks, and you can only disbelieve it once, but at 4th level, I think it's reasonable to allow a save each round. The Invisible Stalker 'animation' is perfect, as nobody knows what the PK looks like except the victim, and for them its pretty horrifying to describe.
You could protect other PKs if you make the area of the dispel small enough (the creature should be too fast--like super fast--to run away from--it's supposed to be inescapable as it is only in the targets mind, so it'll always be close by). Maybe reapply the immunity every round or so...IDK.
From Subtledr:
"This spell summons a monstrous creature next to the target. The creature is tagged with a spellstate ("phantasm"). Every round for 1 turn, a spell is cast area-wide which destroys creatures with that spellstate. These spells are cast on a 2-second delay. Meanwhile, every round, the target must make a saving throw. On a failed save an area-wide effect (with no delay) provides immunity against the "destroy all phantasms" spell.
End result: the phantasmal creature keeps attacking until the target makes a saving throw. Probably the target should be immune to the spell for 24 hours after being affected by it.
Possible downside: if you cast this on two enemies, then both phantasmal creatures would be destroyed if/when either of the targets makes a save. This could be seen as a feature or a bug. If a bug, then you could probably create an elaborate way to cycle through different spellstates or stat values to allow consecutive castings operate independently."
See about something like this using the identify revision
Note to self: Spell gaps No enchantment spells higher than level 5
Mass Suggestion Level: 6 Components: V, M Range: 30 yds. AoE: 1 creature/level Save: Neg. Casting Time : 6 Duration: 4 turns + 4 turns/level The mass suggestion spell enables the wizard to influence the actions of one or more chosen creatures in the same way as the suggestion spell. Up to one creature per experience level of the caster can be influenced, provided that all subject creatures are within the 30-yard range. Undead are not subject to this spell. The suggestion must be reasonably worded and understood by the creatures, and must be the same for all hearing it. Creatures successfully saving vs. spell are unaffected. Saving throws against the spell suffer a penalty of -1, and if a single creature is to be affected, its saving throw suffers a - 4 penalty. Note that a very reasonable mass suggestion can cause the saving throw to be made with an additional penalty (such as -1, -2, etc.), at the discretion of your DM. A mass suggestion can continue in effect for a considerable duration, at the DM's discretion. Conditions that will trigger a special action can also be specified; if the condition is not met before the spell expires, the action will not be performed. The material components of this spell are a snake's tongue and either a bit of honeycomb or a drop of sweet oil.
Antipathy-Sympathy Level: 8 Components: V, S, M Range: 30 yds. AoE: 10-ft. cube or one item Save: Special Casting Time : 1 hr. Duration: 2 hrs./level This spell allows the wizard to set certain vibrations to emanate from an object or location that tend to either repel or attract a specific type of intelligent creature or characters of a particular alignment. The wizard must decide which effect is desired with regard to what creature type or alignment before beginning the spellcasting, for the components of each application differ. The spell cannot be cast upon living creatures. Antipathy: This spell causes the affected creature or alignment type to feel an overpowering urge to leave the area or to not touch the affected item. If a saving throw vs. spell is successful, the creature can stay in the area or touch the item, but the creature will feel very uncomfortable, and a persistent itching will cause it to suffer the loss of 1 point of Dexterity per round (for the spell's duration), subject to a maximum loss of 4 points and a minimum Dexterity of 3. Failure to save vs. spell forces the being to abandon the area or item, shunning it permanently and never willingly returning to it until the spell is removed or expires. The material component for this application of the spell is a lump of alum soaked in vinegar. Sympathy: By casting the sympathy application of the spell, the wizard can cause a particular type of creature or alignment of character to feel elated and pleased to be in an area or touching or possessing an object or item. The desire to stay in the area or touch the object is overpowering. Unless a saving throw vs. spell is successfully rolled, the creature or character will stay or refuse to release the object. If the saving throw is successful, the creature or character is released from the enchantment, but a subsequent saving throw must be made 1d6 turns later. If this saving throw fails, the affected creature will return to the area or object. The material components of this spell are 1,000 gp worth of crushed pearls and a drop of honey. Note that the particular type of creature to be affected must be named specifically--for example, red dragons, hill giants, wererats, lammasu, catoblepas, vampires, etc. Likewise, the specific alignment must be named--for example, chaotic evil, chaotic good, lawful neutral, true neutral, etc. If this spell is cast upon an area, a 10-foot cube can be enchanted for each experience level of the caster. If an object or item is enchanted, only that single thing can be enchanted; affected creatures or characters save vs. spell with a -2 penalty.
Otto's Irresistible Dance Level: 8 Components: V Range: Touch AoE: Creature touched Save: None Casting Time : 5 Duration: 1d4+1 rounds When an Otto's irresistible dance spell is placed upon a creature, the spell causes the recipient to begin dancing, complete with feet shuffling and tapping. This dance makes it impossible for the victim to do anything other than caper and prance; this cavorting worsens the Armor Class of the creature by -4, makes saving throws impossible except on a roll of 20, and negates any consideration of a shield. Note that the creature must betouched, as if melee combat were taking place and the spellcaster were striking to do damage.
No touch, less than x up, no save and can affect multiple creatures
Note to self Re Bigby's Dexterous Digits
I only seem to be able to make a cre that can pick pockets, stealth and detect traps. Could rig something to work with the knock spell, but can only do disable traps via script.
Edit: Well, if I can make BDD work something like Find Familiar... Edit2: Works better with EEex. Can target traps Also see about EET. Might work better (at all) in that engine.
Assassin's Lament (better name?) Creates an area where invisibility is dispelled for any creature moving into it (a repeating projectile)
Blade of Chaos As Faerie Sword but wild magic p338
Command Undead Turn as priest p157
Confer P163
Deeppockets (Alteration, Enchantment) Range: Touch Components: V, S, M Duration: 12 hrs. + 1 hr./level Casting Time: 1 turn Area of Effect: 1 garment Saving Throw: None This spell enables the wizard to specially prepare a garment so as to hold far more than it normally could. A finely sewn gown or robe of high-quality material (at least 50 gp value) is fashioned so as to contain numerous hand-sized pockets. One dozen is the minimum number. The deeppockets spell then enables these pockets to hold a total of 100 pounds (5 cubic feet in volume) as if it were only 10 pounds of weight. Furthermore, there are no discernible bulges where the special pockets are. At the time of casting, the caster can instead choose to have 10 pockets each holding 10 pounds (1⁄2 cubic foot volume each). If the robe or like garment is sewn with 100 or more pockets (200 gp minimum cost), 100 pockets can be created to contain one pound of weight and 1⁄6 cubic foot volume each. Each special pocket is actually an extradimensional holding space. If the spell duration expires while there is material within the enchanted pockets, or if a successful dispel magic is cast upon the enchanted garment, all the material suddenly appears around the wearer and immediately falls to the ground. The caster can also cause all the pockets to empty with a single command. In addition to the garment, which is reusable, the material components of this spell are a tiny golden needle and a strip of fine cloth given a half-twist and fastened at the ends.
Demishadow Magic P228
Devastate P243 -5 target, -2 luck
Fear Aura p324
Feign Death p349 Unconsciousness, protection from all creatures, no action
Feign Undead p350
Fiendform p351
Fire Eyes p360 fire ag scorchers (but doing more dam)
Forget p389 Targets forgets 1 random first level spell
Forest's Fiery Constrictor p 389 modified entangle anim
Fumble: Critical Miss modifier set to 10 (test!)
Gaseous Form p 394
Greater Polymorph (alteration) Works as stone to flesh, flesh to stone, polymorph other and self 1x/round as special
Improved Armor Gives AC: 3 (as p465 invis mail)--iff SR is installed, improve as you level up
Iron Maiden Summon Helmed Horror p467
Lasting Breath p498 (immunity to cloud like spells (e.g. cloudkill)
Lightning Ring P518 As fire shield but lightning. Also can fire 8d6 lightning bolt 1x/round
Lightning Shield As fire shield but lightning P519
Plant Growth Mage version of Entanglement (party friendly) p671
Reincarnation Raise dead (but of random species)
Seeming See above
Steal Enchantment See above
Tenser's Floating Disk (wiz eye anim). Doesn't fight, but carries items 8 hours p930
Bleed
(Necromancy)
Level: 1 Range: 10’ Duration: Special Casting time: 1 Saving Throw: Special
Creature suffers 1d6 slash damage, and saves or takes damage each round/lev (max 5 rounds).
Color Permanently changes garment color (Cantrip or 1st level). P154.
Drain Wand 1st level Drains wand of charges to recover spell slots
Comprehend Languages (Alteration)
Level: 1
Range: 0
Casting Time: 1
Duration: 1 turn
Area of Effect: The Caster
Effect: Dialog options (can cast in dialog)
Detect Life Lev 1: Targets 'light up' if they have HP within certain range (announces that range) - Lev 1 or 2 Can replace know alignment
Irritation
(Alteration)
Level: 1
Range: ?
Casting time: 2
Area of Effect: 1-4 creatures (as hold person, say)
Saving Throw: None
Affected creatures suffer a -2 penalty to AC, and suffer spell failure of 10%. P469 An irritation spell affects the epidermis of the subject creatures. Creatures with very thick or insensitive skins (such as buffalo, elephants, scaled creatures, etc.) are basically unaffected. There are two versions of the spell, either of which can be cast from the standard preparation:
Itching. When cast, this causes each subject to feel an instant itching sensation on some portion of its body. If one round is not immediately spent scratching the irritated area, the creature is so affected that the next three rounds are spent squirming and twisting, effectively worsening its Armor Class by 4 and its attack rolls by 2 during this time. Spell preparations are ruined in the first round this spell is in effect, but not in the following three rounds. Doing nothing but scratching the itch for a full round prevents the rest of the effect. If cast at one creature, the saving throw has a -3 penalty; if cast at two creatures, the saving throw has a -1 penalty; and if cast at three or four creatures, the saving throw is normal.
Rash. When a rash is cast, the subject notices nothing for 1d4 rounds, but thereafter its entire skin breaks out in red welts that itch. The rash persists until either a cure disease or dispel magic spell is cast upon it. It lowers Charisma by 1 point per day for each of four days (i.e., maximum Charisma loss is 4 points). After one week, Dexterity is lowered by 1 point also. Symptoms vanish immediately upon the removal of the rash, and all statistics return to normal. This can be cast at one creature only, with a saving throw penalty of -2
Last Word
(Alteration)
Level: 1
Range: 60 ft.
Casting time: 1
Area of Effect: 1 creature
Saving Throw: Neg
Affected creatures must save vs. spell or be silenced for 1 round/lev (max 10 rounds)
1 round as cantrip, otherwise 1 turn duration. Save neg
Mending (Alteration)
Meh: 1st level Repairs broken items (will only be useful in BG1 unless item repair stuff is in. See about expanding the idea)
Protection from Cantrips (Abjuration)
Push
(Evocation)
Level: 1
Range: 60 ft.
Duration: Instantaneous
Casting Time: 1
Area of Effect: 1 Target
Saving Throw: Special
Upon casting this spell, the mage causes an invisible force to strike against whatever creature
Huge (and larger) creatures are immune to this spell.
Protection from Cantrips
(Abjuration)
Level: 1
Range: Touch
Duration: 5 hours
Casting Time: 9
Area of Effect: Creature Touched
Saving Throw: None
By casting this spell, the wizard receives immunity to the effects of cantrips cast by other wizards, apprentices, or creatures that use the cantrip spell. The spell protects the caster, or one item or person that he touches (such as a spell book or a drawer containing spell components).
Transcription
(Divination)
Level: 1
Range: 0
Duration: 8 hours
Casting Time: 9
Area of Effect: The caster
Saving Throw: None
With this spell, the caster gains sudden insight allowing
Note that Transcription cannot be cast in the presence of enemies.
Notes: 1st Level Cantrips: This spell is converted to an Second Level Spell unchanged if 1st level cantrips is installed.
Summon Critter 1st level/cantrip Summons a small non-offensive animal that can hide (and spy in conjunction with animal eyes spell--maybe give that spell to wizards.
Cantrip Contingency 2nd Level As Contingency, but only with cantrips (level 1 cantrips only)
Cantrip Mastery 2nd level Store up to 3 cantrips in a sequencer (level 1 cantrips only)
Improved Phantasmal Force (New)
(Illusion)
Level: 2 more 'real' phantasmal force See second post
Moment (New)
(Divination)
Level: 2 Decent bonus to some action
Protection from Paralysis (New)
(Abjuration)
Level: 2 Range: Touch Casting time: 7 Duration: 1 hour Area of Effect: 1 Creature Saving Throw: None
Touched creature is immune to hold and paralysis spells for 1 hour
Ward Against Undead (New)
(Abjuration)
Protection from Creature that is dispelled if the recipient attacks any creature (via contingency).
Blinding Flash (New)
(Evocation)
Level: 3
Range: 30 ft.
Casting time: 3
Area of Effect: 20’ radius
Saving Throw: Special
All enemies in area blinded for 1 round (no save). Further, all enemies must save vs. spell, or be blinded for an additional 1 round, +1 per 3 levels (max 8 rounds at 18th level) (p378) Blind immune
NAME?
Level: 3
Casting time: 3
Creates non-magic items, weapons, shield, armor, for 8 hours. Weapons have no special bonuses, though they hit creatures as though a +1 weapon.
Pain Touch (New)
(Alteration)
Level: 3
About equal to Loviatar touch
Spectral Force (New)
(Illusion/Phantasm)
Level: 3 Range: Casting time: Duration: Effect: Even Better illusion
Extra good phantasmal force
Absorb Wounds (New)
(necromancy)
Level: 4 Range: Touch Casting Time: 9 Duration: Instantaneous Area of Effect: 1 creature Transfers 2 hit points of damage per level from the recipient to the caster. Caster cannot die from this spell (min hit point 1 just in case). (p308)
Electric Arc (New; 2e pnp)
(Evocation)
Level: 4
Range: Visual Range of Caster
Casting Time: 4
Duration: Instantaneous
Area of Effect: Special
Save: 1/2
This spell causes one or more small flashes of lightning to erupt from the caster's fingertips and strike one or more opponent. The caster targets one enemy with this spell, and the spell hits up to 3 additional nearby enemies. Each arc inflicts 2d6 points of damage, +10 points of electrical damage. A saving thrwo vs. spell reduces damage by one half.
(p 593 wiz spells-M.'s e arc)
Elude Blow (New)
(Abjuration)
Level: 4
Range: 20 ft.
Casting Time: 1
Duration: 1 round
Area of Effect: 20’ rad
Save: Spell
All enemy creatures in the area suffer a -20 to melee THAC0 if they fail their save vs. spell. (p 305 wiz)
Fumble (New)
(Enchantment)
Level: 4
Range: 30 ft.
Casting Time: 4
Target: 1 Creature
Duration: 1 Round/level
Save: Special
Enemy becomes clumsy, immediately falling down for one round, taking 1d4 blunt damage. Each round, they must save vs. spell or fall again, again taking damage. Additionally, the creature is affected as though under a slow spell (no save).
Phantasmal Killer (New)
(Illusion)
Level: 4 (See second post)
Wall of Fire (New)
(Evocation)
Level: 4
Range: Visual range of Caster
Casting Time: 4
Target: 1 Creature
Duration: 1 Round/level
Save: Special
The wall of fire spell brings forth an immobile, blazing curtain of magical fire of shimmering color—violet or reddish blue. The spell creates either an opaque sheet of flame up to [SAME AS ORIG SPL].
Passing through the Wall of Fire does... Tenser's master of Arms p931 gives target Specialization w/weapon (no affect if already spec or better)
Advanced Illusion (New)
(Illusion/Phantasm)
Level: 5
Range:
Cast time:
Duration:
Area of Effect:
Save:
(Even More better illusory monsters)
Fear Aura (New)
(Necromancy)
Level: 5
Range: 0
Cast time: 5
Duration: 2 rounds/level
Area of Effect:
Save:
(Casts cloak of fear each round on caster for duration)
Feign Undeath (New)
(Necromancy)
Level: 5
Range:
Casting time: 5
Duration: 1 turn
Area of Effect:
Save:
(Touched creature gains prot vs. undead, immune to energy drain, paralysis, poison, pain effects, fear, emotion effects. (p350))
Steal Life (New)
(Necromancy)
Level: 5
Range: 10 ft.
Casting time: 1
Duration:
Area of Effect:
Save:
(Effect steals hp from target cre, equal to 1d6/lev (can go over current hp by 1/lev for one hour) p511)
Telekinesis (New)
(Alteration)
Level: 5
Range: Visual Range of Caster
Casting time: 1
Duration: 1 or 5 rounds (see below)
Area of Effect:
Save: Special
This spell exerts an unseen force against a single creature, pushing any creature of less than huge size away from the caster for 5 rounds at 10' per round.
Huge creatures are pushed back 10' and and are only affected for 1 round. Such creatures do not risk being knocked prone.
Affected creatures take 1d6 crushing damage each round they are affected.
Telekinesis Level: 5 Components: V, S Range: 10 yds./level AoE: 10 yds./level Save: Neg. Casting Time : 5 Duration: Special By means of this spell, the wizard is able to move objects by concentrating on moving them mentally. The spell can provide either a gentle, sustained force or a single short, violent thrust. A sustained force enables the wizard to move a weight of up to 25 pounds a distance up to 20 feet per round. The spell lasts two rounds, plus one round per caster level. The weight can be moved vertically, horizontally, or both. An object moved beyond the caster's range falls or stops. If the caster ceases concentration for any reason, the object falls or stops. The object can be telekinetically manipulated as if with one hand. For example, a lever or rope can be pulled, a key can be turned, an object rotated and so on, if the force required is within the weight limitation. The caster might even be able to untie simple knots, at the discretion of the DM. Alternatively, the spell energy can be expended in a single round. The caster can hurl one or more objects within range, and within a 10-foot cube, directly away from himself at high speed, to a distance of up to 10 feet per caster level. This is subject to a maximum weight of 25 pounds per caster level. Damage caused by hurled objects is decided by the DM, but cannot exceed 1 point of damage per caster level. Opponents who fall within the weight capacity of the spell can be hurled, but they are allowed a saving throw vs. spell to avoid the effect. Furthermore, those able to employ as simple a counter-measure as an enlarge spell, for example (thus making the body weight go over the maximum spell limit), can easily counter the spell. The various Bigby's hand spells also counter this spell.
Restore Mind
Reverse of Feeblemind (restores other mind effects)
Same level as FM, wizard spell
Animate Instrument
Bard Only, 'summons' magic instrument that plays basic bard song for duration
Mass Suggestion Level: 6 Components: V, M Range: 30 yds. AoE: 1 creature/level Save: Neg. Casting Time : 6 Duration: 4 turns + 4 turns/level The mass suggestion spell enables the wizard to influence the actions of one or more chosen creatures in the same way as the suggestion spell. Up to one creature per experience level of the caster can be influenced, provided that all subject creatures are within the 30-yard range. Undead are not subject to this spell. The suggestion must be reasonably worded and understood by the creatures, and must be the same for all hearing it. Creatures successfully saving vs. spell are unaffected. Saving throws against the spell suffer a penalty of -1, and if a single creature is to be affected, its saving throw suffers a - 4 penalty. Note that a very reasonable mass suggestion can cause the saving throw to be made with an additional penalty (such as -1, -2, etc.), at the discretion of your DM. A mass suggestion can continue in effect for a considerable duration, at the DM's discretion. Conditions that will trigger a special action can also be specified; if the condition is not met before the spell expires, the action will not be performed. The material components of this spell are a snake's tongue and either a bit of honeycomb or a drop of sweet oil.
Fiery Constrictor (New)
(Conjuration)
Level: 6
Range:
Casting Time:
Duration:
Area of Effect:
Save:
(Conjures a stream of fire that constricts, hinders and burns the target like a flaming python)
Mordenkainen's Lucubration (New; 2e PnP)
(Alteration)
Level: 6
Range:
Casting Time:
Duration:
Area of Effect:
Save:
(As Wonderous Recall (levels 1-5))
Chaos Blade (New)
(evocation) (Wild)
Level: 7 Casting time: 6 Duration: 1 turn Creates a special magical blade in casters hands. Does 5d4 magic damage, is +4 to hit, and creatures hit are affected by a wild surge.
Delayed Blast Fireball (New)
(Evocation)
Level: 7
Range: Special
Casting time: 7
Duration: Special
Saving Throw: 1/2
This spell creates a fireball, with a +1 bonus to each of its dice of damage, which releases its blast anytime from instantly to up to 1 turn later, according to the command given by the wizard. The wizard has such control over this spell that
In other respects, this spell is identical to the 3rd level Fireball spell.
(Summons a creature that is invulnerable. When commanded to attack, it shoots a detonating arrow at target and destroys itself. The itself is projectile is party friendly)
Guardian Mantle (New)
(Abjuration)
Level: 7
Range: 0
Casting time: 7
Duration: 1 turn
Enemies in melee must save vs. spell -4 or be unable to make attacks for 1 round. (investigate with contingency creation and/or fire shield). P417
Love (New)
(Enchantment)
Level: 7 As dominate person, but cre will follow the caster anywhere. Only one creature at a time. Investigate P526
Exchange Wounds (New)
(Necromancy)
Level: 8
Range: 10 ft.
Casting Time:
Duration:
Area of Effect:
Save:
(Exchange wounds from caster to recipient. Unnatural immune.)
Symbol, Discord (New)
(School)
Level:
Sphere:
Range:
Casting Time:
Duration:
Area of Effect:
Save:
(As other symbol spells, but causes berserk effect--or confusion effect. )
Algarth's Embattlement 9th lev spell store 3, 2 spell sequencers of 8th lev or lower. P31-32
Crystalbrittle
(alteration)
Dweomerdoom (New; 2e PnP)
(Abjuration)
Level: 9
Range:
Casting Time: 2
Duration:
Area of Effect:
Save:
P481
(Drains spells to replenish spells of caster)
Foresight (divination) Target: touch No backstab, +4 attacks and saves
Executioner's Eyes (divination)
Mordenkainen's Disjunction (enchantment) Drains magic wands, recharges spells? Also acts like a dispel magic?
Mass Dominate (enchantment)
Polymorph Any Object: Add more options: e.g. change enemies into useful objects like potions, etc
Remove Mass Dominate
See Complete Adventurer, Song and Silence, and Complete Mage for a number of great spells See Chord of Shards, Ear-piercing scream, Echo (extend bardsong for the duration of spell), Songbird(maybe), and maybe others on pf1e srd
(Enchantment/Charm)
When cast this spell, whenever you perform, you sing rapidly, speeding up your allies. As long as you play, your allies' speed is doubled, and they gain a +1 bonus to casting and weapon speed.
Specific Additions 1) variable names in b_spells_settings.ini
Notes:
//Inspired by the Pathfinder 2e spell of the same name
(Alteration)
With this spell, the bard animates an instrument. This instrument cannot attack, but it can play a standard bard song, allowing the bard to perform other actions. The instrument is hardened by the spell, with an AC of 3 and 30 hit points.
The spell ends if the instrument is destroyed.
Specific Additions 1) variable names in b_spells_settings.ini
(Enchantment/Charm)
You perform an alluring melody that entices your enemies to do as you command. For the duration, every round you perform, your enemies must save vs wand or be dominated by you.
Specific Additions 1) variable names in b_spells_settings.ini
Notes:
(Evocation)
You strike a chord whose notes transform into a shower of razor sharp, crystalline shards. The shards deal 2d8 +1d8/3 levels (max 6d8) points of piercing damage to all creatures caught in the area of effect. Creatures that save vs wands take 1/2 damage
Specific Additions 1) variable names in b_spells_settings.ini
//inspired by the pathfinder 1e spell of the same name
(Enchantment/Charm)
You perform a frightening dirge that fills your enemies with dread. For the duration, your performance causes dread in all enemies such that they suffer -1 penalty to attack and damage rolls as well as a -1 penalty to moral.
Specific Additions 1) variable names in b_spells_settings.ini
Notes:
//Inspired by the Pathfinder 2e spell of the same name
(Enchantment/Charm)
You whisper a dissonant melody that only your target can hear, wracking them with terrible pain. That creature must save vs. spell or take 2d6 points of magic damage and collapses for 1 round, unable to anything but writhe in agony. If the creature makes their save vs. Spell, they only take half damage and do not collapse.
Deaf creatures are unaffected by this spell.
Specific Additions 1) variable names in b_spells_settings.ini
Notes:
//Inspired by the 5e spell of the same name
(Evocation)
You unleash a powerful scream, inaudible to all enemies within a 15-ft radius. They are stunned for 1 round and take 1d6 points of magic damage per level (max 10d6). A successful save vs wands negates the stun effect and halves the damage.
Deaf creatures take 1/2 damage (and can save for 1/4 damage) and cannot be stunned by this spell.
Specific Additions 1) variable names in b_spells_settings.ini
Use modified defensive harmony pro
//inspired by the pathfinder 1e spell of the same name
(Illusion/Phantasm)
You cause a your bardsong to echo for the duration of the spell, allowing you to perform other activities.
Specific Additions 1) variable names in b_spells_settings.ini
Notes:
//Inspired by the Pathfinder 1e spell of the same name
(Enchantment/Charm)
Your sing a catchy tune while performing your bard song such that, even in the middle of battle, enemies find it impossible not to hum along. Enemy casters find it extremely difficult to concentrate and suffer a 30% spell failure chance.
Specific Additions 1) variable names in b_spells_settings.ini
Notes:
//Inspired by the 5e spell of the same name
(Enchantment/Charm)
You perform a hearty tune that inspires your allies and protects them from strong emotions. All allies are immune to fear and other emotional effects for as long as you play. In addition, any allies under such an effect can make a save each round you play in order to rid themselves of fear or other strong emotion.
Specific Additions 1) variable names in b_spells_settings.ini
Notes:
//Inspired by the Pathfinder 2e spell of the same name
(Enchantment/Charm)
You draw upon your muse to soothe your allies. Every round you perform, they recover 2d8 hit points of damage. In addition, they are protected from paralysis and fear effects.
Specific Additions 1) variable names in b_spells_settings.ini
Notes:
//Inspired by the Pathfinder 2e spell of the same name
Silence (as cleric spell)
<img src='https://raw.githubusercontent.com/Grammarsalad/readmes/master/images/acc_metab.png'
style='width:50px' />
(Necromancy)
This spell stimulates the body, boosting the recipient's natural defenses against death and poison, and allowing them to heal at an increased rate.
At first level, recipients heal 1 hit point per hour, and gain a +1 bonus to save vs. death. For each 5 levels, the recipient heals an additional hit point per hour, and gains an additional +1 to save vs. death (max 5 hp/hour and +5 vs. death at 20th level).
Multiple castings of this spell are not cumulative.
Specific Additions 1) Add Accelerate Metabolism: If b_acc_metabolisim is set to 1 in b_spells_settings.ini (set to 1 by default)
Notes:
1st level cantrips: Converted to a second level spell, unchanged Internal Name: WIZARD_ACCELERATE_HEALING
<img src='https://raw.githubusercontent.com/Grammarsalad/readmes/master/images/Alarm.png' style='width:50px' /> (Divination)
Specific Additions 1) Add Alarm: If b_alarm is set to 1 in b_spells_settings.ini (set to 1 by default)
Notes:
Internal Name: WIZARD_ALARM_SPELL
<img src='https://raw.githubusercontent.com/Grammarsalad/readmes/master/images/Ani_Skelly.png'
style='width:50px' />
(Necromancy)
This specialized version of the animate dead spell produces one skeleton servant. The animated skeleton obeys the simple verbal commands of the caster, and remains animated until destroyed in combat, turned by a priest, or 8 hours pass; the magic cannot be dispelled.
Specific Additions 1) Add Animate Skeleton: If b_anim_skele is set to 1 in b_spells_settings.ini (set to 1 by default)
Notes:
1st-Level Cantrips: If 1st level cantrips is installed, only a single skeleton can be active at a time. If this spell is cast multiple times, the original skeleton will crumble to dust and be replaced by the newly created skeleton.
Internal Name: WIZARD_ANIMATE_SKELETON \page
<img src='https://raw.githubusercontent.com/Grammarsalad/readmes/master/images/Anticipation.png' style='width:50px' /> (Divination)
This spell gives the caster a temporary, intuitive foreknowledge of the immediate future, resulting in improved reaction time granting a +5 bonus to AC, and +1 to weapon and casting speed for 1 round.
This spell can be cast immediately, even if the caster has already taken an action this round. In addition, if
Credit for this spell belongs to Subtledoctor (Modified with permission)
Specific Additions 1) Add Anticipation: If b_anticipation is set to 1 in b_spells_settings.ini (set to 1 by default)
Notes:
1st-Level Cantrips: This spell gains a casting time of 1 if 1st-level cantrips is installed, and it lasts for 3 rounds.
Internal Name: WIZARD_ANTICIPATION
<img src='https://raw.githubusercontent.com/Grammarsalad/readmes/master/images/B_spells/binding.png'
style='width:50px' />
(Alteration)
When this spell is employed, the wizard can command any nonliving ropelike object, including string, yarn, cord, line, rope, or even a cable to enwrap a single creature if they do not make a save vs. breath. Affected creatures cannot move and are effectively held for 1 round. Each additional round, the target gets another save, and if they succeed, then they are free. Otherwise, the creature remains held until they save or until 5 rounds pass.
Huge creatures, and creatures with strength scores of 20 or higher are not affected by this spell.
Specific Additions 1) Add Bind: If b_bind is set to 1 in b_spells_settings.ini (set to 1 by default)
Notes:
Internal Name: WIZARD_BIND.
(Universal)
Cantrips are minor spells studied by wizards during their apprenticeship, regardless of school. The cantrip spell is a practice method for the apprentice, teaching him how to tap minute amounts of magical energy. Once cast, the cantrip spell enables the caster to create minor magical effects for the duration of the spell. Upon casting this spell, select one of the following affects (see the cantrip section for descriptions):
CONTINUE (List All cantrips)
Specific Additions 1) Add Cantrip Spell: If b_cantrip_spell is set to 1 in b_spells_settings.ini (set to 1 by default)
Notes:
1st level cantrips: Cantrip is moved to 2nd level if 1st level cantrips is installed, and it will allow the character to cast the 1st level versions of all cantrips. Note that this spell allows the mage to cast any cantrip, even if they do not know it or if it is from an otherwise prohibited school.
This spell does not require that any cantrip component be installed.
Internal Name: WIZARD_CANTRIP_SPELL
<img src='https://raw.githubusercontent.com/Grammarsalad/readmes/master/images/D_Traps_ports.png' style='width:50px' /> (Divination)
With this spell, the mage can detect traps and secret doors, as if
This chance to detect spells stacks with any preexisting skill the mage might otherwise have with detect traps, and if
Specific Additions 1) Add Detect Traps and Portals Spell: If b_traps_n_portals is set to 1 in b_spells_settings.ini (set to 1 by default)
Notes:
General Note: This spell can be installed even if you do not install any cantrip spell. In this case, this spell is the only way you can gain access to many of those spells.
1st level cantrips: Converted to a second level spell, +20% to skill bonus (maxes out at 95%)
Internal Name: WIZARD_DETECT_TRAPS \page
(Divination)
Upon the casting of this spell the recipient gains the sight of an infernal being. This allows them to not only see in the dark as per the infravision ability, but it allows them to see and exploit vulnerabilities in their targets, allowing them to more often land critical blows. As such, they crit on a natural roll of an 19 or above.
Specific Additions/Changes: Note: devil_eyes set to 1 by default 1) Replace infravision: If devil_eyes is set to 1 or 2, then this component will (generally) replace Infravision with the Devil's Eyes spell (see below). If devil_eyes is set to 1, it will replace infravision (i.e. True Strike) if SR is installed. If set to 2, it will not replace infravision (i.e. True Strike) if (and only if) SR is installed, but will instead be added as a new spell (otherwise it will replace infravision with Devil's eyes).
2) Devil's Eyes (see below) added as a New Spell: Devil's Eyes will be added as a new spell if devil_eyes is set to 3 or 4. If devil_eyes is set to 3, then the spell will be added as a level 1 spell. If devil_eyes is set to 4, then the spell will be added as a second level spell. Note that in this case, Infravision will not be touched at all (whether or not SR is installed). Note, that it is recommended to install Devil's Eyes as a 2nd level spell (i.e. by setting devil_eyes to 4 in b_spells_settings.ini) if the "Make Infravision actually do something" component of METweaks is installed.Notes:
1st level cantrips: This spell moves to level 2 (unchanged) if 1st level cantrips is installed.
METweaks: It is recommended to install Devil's Eyes as a 2nd level spell (i.e. by setting devil_eyes to 4 in b_spells_settings.ini) if the "Make Infravision actually do something" component is installed.
Internal Name: Special. Can be WIZARD_INFRAVISION or WIZARD_HEAT_VISION. Best to check Spell.ids for WIZARD_HEAT_VISION, otherwise treat as Infravision spell.
(Necromancy)
When this spell is cast, a ray slams into the target chosen by the caster, sapping their energy and knocking the wind out of them. At first level, this spell does 2d4 non-lethal damage to the target, and, if they do not save vs. death, penalizes their AC, THAC0 and Saves by -1.
Damage increases by 1d4 at 3rd level, and every 2 levels thereafter (max 5d4 at 7th level).
Undead and creatures without a biological anatomy are immune to Enervating Ray.
Specific Additions 1) Add Enervating Ray Spell: If b_enervating_ray is set to 1 in b_spells_settings.ini (set to 1 by default)
Notes:
1st level cantrips: Damage is reduced to 1/2, but kept as a 1st level spell
Internal Name: WIZARD_ENERVATING_RAY
\page
<img src='https://raw.githubusercontent.com/Grammarsalad/readmes/master/images/Exterminate.png' style='width:50px' /> (Necromancy)
This spell instantaneously snuffs out the life forces of animals in the area of effect, including such normal pests as flies, mice, beetles, rats, spiders, and the like. Specifically, it affects the targeted animal and up to 3 animals within 20 ft. of it. Animals with 1 or fewer Hit Die are instantly slain with no save. Animals with more hit die are allowed a save vs. death.
Animals that succeed the save receive 2d8 points of damage but do not (necessarily) die. Only non-humanoid animals can be affected by this spell, including large spiders, stirges, poisonous snakes, and giant or huge centipedes. If the targeted creatures are extremely small (1 hp or less), then an area up to 5 cubic can be cleansed of pests. This spell can counter the summon insects or summon swarm spells, but it is not powerful enough to counter stronger summoning spells, such as creeping death. The caster has such control that
Specific Additions 1) Add Exterminate Spell: If b_exterminate is set to 1 in b_spells_settings.ini (set to 1 by default)
Notes:
0-Level Cantrips: This spell is converted to a cantrip if 0-level cantrips is installed. In this case, the spell will not protect against insect spells. 1st-Level Cantrips: This spell is installed if 1st level spell (unchanged) if 1st-level Cantrips is installed. Internal Name: WIZARD_EXTERMINATE
<img src='https://raw.githubusercontent.com/Grammarsalad/readmes/master/images/B_spells/Farseer.png' style='width:50px' />
(Divination)
Level: 1
Range: Touch
Duration: 1 hour
Casting Time: 2
Area of Effect: 1 creature
Saving Throw: None
The recipient of this spell gains extraordinary vision, able to see twice as far as before with clarity. Additionally, they gain a +2 bonus to THAC0 with ranged weapons.
Specific Additions 1) Add Farseer Spell: If b_far_see is set to 1 in b_spells_settings.ini (set to 1 by default)
Notes:
1st level cantrips: This spell is installed if 1st-level cantrips is installed. Duration reduced to 3 rounds METweaks: Note that this spell will not increase visual range if the following component is installed: "Increase the visual range and movement speed of all creatures in the game (including party members) significantly"
Internal Name: WIZARD_FARSEER
<img src='https://raw.githubusercontent.com/Grammarsalad/readmes/master/images/F_BANE.png' style='width:50px' /> (Alteration)
This simple spell removes dirt, grime, and impurities from any surface or person it is cast upon. While this spell doesn't specifically remove diseases and poisons, the purifying magic can give a victim of these afflictions a fighting chance. If the target saves vs. death, any poisons or diseases they are afflicted with are removed.
Specific Additions 1) Add Filth's Bane Spell: If b_filth_bane is set to 1 in b_spells_settings.ini (set to 1 by default)
Notes:
0-Level Cantrips: This spell is converted to a cantrip if 0-level cantrips is installed. Further, creatures can only be affected by Filth's Bane once per 8 hours, and the save is made with a -4 penalty.
1st-Level Cantrips: Filth's Bane will only affect a creature once per 8 hours if 1st-level spells installed.
Internal Name: WIZARD_NO_FILTH
\page
<img src='https://raw.githubusercontent.com/Grammarsalad/readmes/master/images/F_BURST.png' style='width:50px' /> (Evocation)
When this spell is cast, the caster selects a point within range. That point bursts into flames, causing all creatures within 15 feet to suffer 1 point of damage per level of the caster (maximum of 10 points). Victims who roll a saving throw vs. breath successfully suffer no damage.
Specific Additions 1) Add Fire Burst: If b_fire_burst is set to 1 in b_spells_settings.ini (set to 1 by default)
Notes:
0-level cantrips:
Internal Name: WIZARD_FIRE_BURST
<img src='https://raw.githubusercontent.com/Grammarsalad/readmes/master/images/HYPNO.png' style='width:50px' /> (Enchantment/Charm)
This spell entrances up to 1d4 creatures, causing them to stand mystified for 1 round if they do not save vs. spell. Specifically, it affects the targeted enemy and up to 3 hostile creatures within 20 ft. of it.
Hypnotized creatures stand where they are, and fail to notice creatures around them.
Affected creatures shake off this effect if they are attacked.
Specific Additions 1) Add Hypnotism Spell: If b_hypno_arcane is set to 1 in b_spells_settings.ini (set to 1 by default)
Notes:
1st level cantrips: This spell is installed (unchanged) if 1st-level Cantrips is installed.
Internal Name: WIZARD_HYPNOTISM
<img src='https://raw.githubusercontent.com/Grammarsalad/readmes/master/images/B_spells/ice_knife.png' style='width:50px' /> (Evocation)
This spell fires a dagger of ice at the target. The target suffers 2-8 (2d4) hit points of missile damage. When an ice knife strikes a creature, the knife shatters, releasing a wave of numbing cold. All creatures within a 15-foot radius suffer 2-8 (2d4) hit points of cold damage and become numb for 3 rounds. Numbed creatures have their movement rates reduced by half and their chance to hit reduced by 2. Creatures can save vs. paralyzation for half damage and avoid the numbed condition.
Specific Additions 1) Add Ice Knife: If b_ice_knife is set to 1 in b_spells_settings.ini (set to 1 by default)
Notes:
0-level cantrips:
Internal Name: WIZARD_ICE_KNIFE
\page
(Abjuration)
This spell causes nearby undead to lose track of and ignore the warded creature for the duration of the spell. This spell is effective against undead with 4 Hit Die or undead with Hit Die equal to the caster's level, whichever is higher. Note that unlike normal invisibility, the recipient of this spell can still attack undead creatures without losing the invisibility. Priests affected by this spell cannot turn undead.
Specific Additions 1) Add Invisibility to Undead Spell: If b_inv_undead_arcane is set to 1 in b_spells_settings.ini (set to 1 by default)
Notes:
1st Level Cantrips: This spell is converted to an Second Level Spell if 1st level cantrips is installed, and the spell is effective against all undead for the duration. Internal Name: WIZARD_INVISIBILITY_TO_UNDEAD
<img src='https://raw.githubusercontent.com/Grammarsalad/readmes/master/images/B_spells/lasting_breath.png'
style='width:50px' />
(Alteration)
This spell allows a creature to go without breathing for the duration. Affected creatures are completely unharmed by magical clouds, such as cloudkill, or stinking cloud.
Specific Additions 1) Add Lasting Breath Spell: If b_lasting_breath is set to 1 in b_spells_settings.ini (set to 1 by default)
Notes:
1st Level Cantrips:
(Universal)
This spell repairs broken objects in the caster's inventory. It will completely repair an object that would seem to be broken beyond repair. This spell repairs a single object at level 1 and one additional object every two levels after that (max 5 objects at level 9). Note that any broken objects must be in the caster's inventory for this spell to work.
Specific Additions 1) Add Mending Spell: If b_mending is set to 1 in b_spells_settings.ini (set to 1 by default)
Notes:
0-level cantrips: This spell is installed (unchanged) if 0-level cantrips is installed.
1st-level cantrips: This spell is installed (unchanged) if 1st-level cantrips is installed.
\page
<img src='https://raw.githubusercontent.com/Grammarsalad/readmes/master/images/B_spells/Phant_force.png'
style='width:50px' />
(Illusion/Phantasm)
This spell creates the illusion of fearsome creatures that 'fight' on the caster's behalf.
This spell only creates a basic facsimile of life, and they do not react correctly in combat or when hit, nor are they affected by most spells that affect normal creatures. As such, enemies can see through them relatively easily.
Any enemy that gets within melee range, or that attacks or hits them, can save vs. spell to disbelieve them. Any enemy that disbelieves an illusion cannot be affected by that illusion for a round, and can easily destroy them with a hit.
Specific Additions 1) Add Phantasmal Force Spell: If b_phant_force is set to 1 in b_spells_settings.ini (set to 1 by default)
Notes:
Internal Name: WIZARD_PHANTASMAL_FORCE
<img src='https://raw.githubusercontent.com/Grammarsalad/readmes/master/images/B_spells/prot_shell.png'
style='width:50px' />
(Abjuration)
This spell creates a thin magical shell that harmlessly absorbs the first physical strike that hits the caster.
Credit for this spell belongs to Subtledoctor (Modified with permission)
Specific Additions 1) Add Protective Shell Spell: If b_prot_shell is set to 1 in b_spells_settings.ini (set to 1 by default)
Notes:
Internal Name: WIZARD_PROTECTIVE_SHELL
<img src='https://raw.githubusercontent.com/Grammarsalad/readmes/master/images/B_spells/read_magic.png'
style='width:50px' />
(Divination)
By means of a read magic spell, the wizard grants the ability to read magical inscriptions to the target creature. This deciphering does not normally invoke the magic contained in the writing, although it may do so, and the target can use any scroll, even cleric scrolls or scrolls with spells of an opposed school while the spell is in effect (though,
Specific Additions 1) Add Read Magic Spell: If b_read_magic_arcane is set to 1 in b_spells_settings.ini (set to 1 by default)
Notes:
1st level cantrips:
Utility: This spell is less useful to a mage unless other components are installed, such as priest scrolls (which adds many missing priest scrolls to the game). Without any other modifications, this spell will allow mages to use the few priest scrolls in the various games, as well as scrolls from otherwise restricted schools (they still won't be able to add those spells to their spellbook). To compensate for this, however, this spell has been made to target 1 creature, allowing any ally to read any scroll.
\page
<img src='https://raw.githubusercontent.com/Grammarsalad/readmes/master/images/B_spells/Reprieve.png'
style='width:50px' />
(Alteration)
This spell causes a single ally to vanish in a flash of light. After one round that ally will reappear at the location they were when this spell was cast.
This spell lasts for 1 round at first level, +1 round for every two levels after that (max 5 rounds at level 9).
Credit for this spell implementation belongs to Kjeron
Specific Additions 1) Add Reprieve Spell: If b_reprieve is set to 1 in b_spells_settings.ini (set to 1 by default)
Notes:
0 level cantrips: This spell is a 0-level cantrip if 0-level cantrips is installed. The duration is changed to 1 round.
1 level cantrips: This spell is installed if 1st-level cantrips is installed. Duration changed to 1 round
Internal Name: WIZARD_REPRIEVE
<img src='https://raw.githubusercontent.com/Grammarsalad/readmes/master/images/B_spells/R_magic.png' style='width:50px' /> (Divination)
When the reveal magic spell is cast, the wizard is able to detect magical radiations in all creatures within 30-ft with only a moment of concentration. Essentially, whenever
Note that this spell does not reveal the presence of good or evil, or reveal alignment. Otherplanar creatures are not necessarily magical.
Specific Additions 1) Add Reveal Magic Spell: If b_detect_magic is set to 1 in b_spells_settings.ini (set to 1 by default)
Notes:
0-Level Cantrips: This spell gains a casting time of 1 if 1st-level cantrips is installed, the caster dispels at just +1 level, and Dispel Magic Can be cast within 2 rounds to gain the bonus.
1st-Level Cantrips: This spell gains a casting time of 1 if 1st-level cantrips is installed, and Dispel Magic Can be cast within 2 rounds to gain the bonus. Internal Name: WIZARD_REVEAL_MAGIC
\page
(Necromancy)
When this spell is cast, the mage create a ghostly extension of
Once the caster makes a successful attack, or one turn has passed, this spell ends.
Undead Creatures are unaffected by Spectral Hand.
Specific Changes: Addition of Spectral Hand: Note: spectral_hand set to 3 (replace Chill Touch) by default 0) If spectral_hand is set to 0, Spectral Hand will not be installed at all (as normal)
1) Spectral Hand added as a New Spell: Spectral Hand will be added as a new spell if spectral_hand is set to 1 or 2. If spectral_hand is set to 1, then the spell will be added as a level 1 spell. If spectral_hand is set to 2, then the spell will be added as a second level spell (with notifications as described below).
2) Replace Chill Touch: If spectral_hand is set to 3, this component will replace Chill Touch with Spectral Hand (though Chill Touch may reappear as a cantrip--see the relevant components--so modify it as you please if you intend to add it as part of that component--See both the Revision and Cantrip sections for more details. Generally, this will add Spectral Hand as a 1st level spell. However, if 1st-level cantrips is installed, then Spectral Hand will be added as a 2nd level spell (in this case, a value of 3 is virtually the same as a value of 2)Notes:
2nd Level Spell: If Spectral Hand is set to level 2, then the caster can employ it as many times as they like. 1st-Level Cantrips: If 1st-Level Cantrips is installed, Spectral Hand becomes a 2nd level spell with the modification described above (i.e. the caster can employ the hand as many times as they like).
(Alteration)
You cover an enemies feet with a layer of sticky glue. If they fail a save vs wand, they become entangled, unable to move for the duration. If they succeed on their save, their movement is halved for the duration.
Huge creatures, and creatures with at least 20 strength automatically make their save.
Specific Additions 1) Add Stuck Spell: If vat is set to 1 in b_spells_settings.ini (set to 1 by default)
Notes:
1st level cantrips: Internal Name:
//inspired by the 1e pathfinder spell Glue Seal
<img src='https://raw.githubusercontent.com/Grammarsalad/readmes/master/images/vanish.png' style='width:50px' />
(Illusion/Phantasm)
This spell turns the caster invisible and makes
Specific Additions 1) Add Vanish Spell: If b_vanish is set to 1 in b_spells_settings.ini (set to 1 by default)
Notes:
1st level cantrips: Duration reduced to 1 round if 1st level cantrips is installed
Internal Name: WIZARD_VANISH. \page
<img src='https://raw.githubusercontent.com/Grammarsalad/readmes/master/images/B_spells/ALT_SELF.BMP' style='width:50px' />
(Alteration)
When this spell is cast, the wizard can alter
Once the new form is chosen, it remains for the duration of the spell. The caster can change back into
Specific Additions 1) Add Alter Self Spell: If b_alter_self is set to 1 in b_spells_settings.ini (set to 1 by default)
Notes:
Internal Name:
<img src='https://raw.githubusercontent.com/Grammarsalad/readmes/master/images/B_spells/ani_zombie.png' style='width:50px' /> (Necromancy)
This variation of the animate dead spell produces one zombie servant. The animated zombie obeys the simple verbal commands of the caster. and remain animated until destroyed in combat, turned by a priest, or 8 hours pass; the magic cannot be dispelled.
Specific Additions 1) Add Animate Zombie: If b_anim_zombie is set to 1 in b_spells_settings.ini (set to 1 by default)
Notes:
Internal Name: WIZARD_ANIMATE_ZOMBIE. \page
(Evocation)
This spell summons into existence a nearly invisible, translucent pair of disembodied hands that will follow the wizard's every order and accompany
The hands can pick locks with a 60% chance, +2% per level. They can disable traps with a 40%, +1% per level.
Note that these hands are not effective combatants. In melee, they do 1d2 points of non-lethal damage, and have a THAC0 of 19. They have an AC of 8, and are destoryed if they take 6 points of damage.
Specific Additions 1) Add Bigby's Dexterous Digits: If b_dexy_digits is set to 1 in b_spells_settings.ini (set to 1 by default)
Notes:
1st level cantrips:
<img src='https://raw.githubusercontent.com/Grammarsalad/readmes/master/images/B_spells/bbones.png' style='width:50px' />
(Necromancy)
This spell allows the caster to shatter exposed bones in a violent explosion. Blastbones has a different affect depending on whether the target is an enemy. Enemy skeletons (and a few other undead, see below) must save vs. death -2 or explode, destroying itself and damaging all nearby creatures with shards of bone for 2d4 points of piercing (all affected creatures can save vs. breath for 1/2 damage). Skeleton Warriors targeted by this spell inflict double damage (4d4 points of damage), and they deal magic damage instead of slashing damage. More fleshy creatures, such as zombies, do an additional 1d12 points of crushing damage (again, save vs. breath for 1/2 damage). If the creature makes its save, or if this spell is cast an enemy undead creature that cannot be otherwise affected, the spell only creates a small explosive puff doing 1d4+1 points of magic damage to the target creature with no explosion.
Allied (and non-enemy) undead do not explode, nor are they allowed a save. Instead, they explode once they are reduced down to 10% their hit point total (though, not if they are destroyed by turning). The explosion has the same affect as above. Note that the affected undead will explode immediately if they are already at 10% their hit point total.
At 3rd level, this spell can only affect normal skeletons. At 5th level, it can affect zombies. Finally, at 9th level, this spell can affect skeleton warriors.
Specific Additions 1) Add Blastbones: If b_blastbones is set to 1 in b_spells_settings.ini (set to 1 by default)
Notes:
Internal Name: WIZARD_BLAST_BONES.
\page
<img src='https://raw.githubusercontent.com/Grammarsalad/readmes/master/images/B_spells/bolt_para.png' style='width:50px' />
(Evocation)
When the mage casts this spell, a bolt of pure energy lances at
Even if the target makes their save, they are instead slowed for one round.
This spell does not affect undead or constructs, such as golems.
Specific Additions 1) Add Bolt of Paralysis: If b_bolt_para is set to 1 in b_spells_settings.ini (set to 1 by default)
Notes:
Internal Name: WIZARD_BOLT_OF_PARALYSIS.
Choke (New)
<img src='https://raw.githubusercontent.com/Grammarsalad/readmes/master/images/B_spells/choke.png' style='width:50px' />
(Necromancy)
By means of choke, the caster causes a pair of ghostly hands to appear around the throat of a single victim. The victim must be a creature with a describable throat, such as a human, demihuman, or humanoid. The hands will choke and strangle the affected victim for the duration of the spell; each round, the victim suffers 2-4 hit points of damage from the choking hands, and they suffer a 40% spell failure chance. Each round the victim makes a successful saving throw, they suffer half-damage and no spell failure. Choke can be negated by dispel magic or a similar spell; the victim cannot wrench the ethereal hands away from their neck.
Choke lasts for 1 round at level 3, and for 1 additional round every two levels after that (max 5 rounds at level 11).
Specific Additions 1) Add Choke: If b_choke is set to 1 in b_spells_settings.ini (set to 1 by default)
Notes:
Internal Name: WIZARD_CHOKE. :
<img src='https://raw.githubusercontent.com/Grammarsalad/readmes/master/images/B_spells/esp.png' style='width:50px' />
(Divination)
When an ESP spell is used, the caster is gains a prenatal ability to detect, and react to danger. For the duration of the spell, the caster gains a +2 bonus to AC, and saves vs. Breath, and the target gains immunity to backstab for the duration.
Specific Additions 1) Add ESP: If b_esp is set to 1 in b_spells_settings.ini (set to 1 by default)
Notes:
Internal Name: WIZARD_ESP.
<img src='https://raw.githubusercontent.com/Grammarsalad/readmes/master/images/B_spells/hyp_pattern.png' style='width:50px' />
(Enchantment)
When this spell is cast, the wizard creates a weaving, twisting pattern of subtle colors in the air that lasts for 3 rounds. This pattern causes any enemy standing within the area to become fascinated, and stand gazing at it for at least 1 round. Every enemy within the area must save vs. spell each round they are in the affected area. Whenever they fail their save, they stand fascinated for 1 round, doing nothing and not interacting with their environment.
Affected creatures shake off this effect if they are attacked.
Specific Additions 1) Add Hypnotic Pattern: If b_hypnotic_pattern is set to 1 in b_spells_settings.ini (set to 1 by default)
Notes:
1st level cantrips:
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<img src='https://raw.githubusercontent.com/Grammarsalad/readmes/master/images/B_spells/ill_fball.png' style='width:50px' />
(Illusion/Phantasm)
This spell creates a realistic illusion of the quintessential mage spell: the dreaded fireball. But, while this spell creates a sensory representation of that spell, the damage it causes is due to 'psychic shock' of those who believe that they are targeted by that deadly spell. Though fire resistance does not protect against this spell, those that are immune to fire take no damage as they do not expect to be damaged by a fireball spell. This spell is not powerful enough to actually kill its targets. Target enemies take 1d4 points of non-lethal damage, plus 1d4 points per 2 levels of the caster (max 6d4 points of damage at 10th level. Those who roll successful Saving Throw vs. spell manage to partially disbelieve the spell, taking only half damage.
Allies of the caster and creatures with an Intelligence of 20 or higher are immune to this spell.
Specific Additions 1) Add Illusory Fireball: If b_ill_fireball is set to 1 in b_spells_settings.ini (set to 1 by default)
Notes:
Internal Name: WIZARD_ILLUSORY_FIREBALL.
<img src='https://raw.githubusercontent.com/Grammarsalad/readmes/master/images/B_spells/l_trap.png' style='width:50px' />
(Illusion/Phantasm)
This false trap is designed to fool a thief or other character attempting to pilfer the spellcaster’s goods. The wizard places the spell upon any small area. The effected area acts as though it were trapped, and can be 'detected' by a successful detect traps check. Though the trap is illusory, any creature that passes over the 'trapped' area will take non-lethal damage equal to 1d8 per 2 levels of the caster (maximum 5d8 at 10th level). Targets save vs. magic to 'disbelieve' the trap and avoid damage.
False trap must be cast outside of combat, or it will fail, much like a 'real' trap.
Specific Additions 1) Add Leomund's Trap: If b_leomund_trap is set to 1 in b_spells_settings.ini (set to 1 by default)
Notes:
1st level cantrips:
<img src='https://raw.githubusercontent.com/Grammarsalad/readmes/master/images/B_spells/prot_para.png' style='width:50px' />
(Abjuration)
The recipient of this spell receives total immunity to magical paralysis. Spells such as hold person and slow have no effect on the individual. This spell also provides protection against the paralysis attacks of monsters (a ghoul's touch, for example). This spell offers no protection against physical damage or against spells that inhibit movement indirectly, such as Web or Entangle.
Specific Additions 1) Add Protection from Paralysis: If b_protec_para is set to 1 in b_spells_settings.ini (set to 1 by default)
Notes:
1st level cantrips:
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(Alteration)
This spell produces one of two effects, at the option of the caster. First it can produce a flashing and fiery burst of glowing, colored aerial fireworks that lasts one round. This effect temporarily blinds those creatures in the area of effect. Such creatures are blinded for 1 round, and they must save vs. Polymorph or be blinded for an additional 4 rounds. Creatures sensitive to bright light, such as goblins, kobolds, and drow suffer a -4 penalty to this save, and are blinded for twice as long. Allies are unaffected by this burst.
Second, it can cause a thick, writhing stream of smoke to arise that lasts for one round per experience level of the caster. This covers a roughly hemispherical volume from the ground or floor up (or conforming to the shape of a confined area) that totally obscures vision for all creatures (friend or foe) that are in the area of effect, effectively blinding them. The cloud of smoke lasts for 5 rounds.
This spell has a special effect against fire using creatures, such as fire elementals in the area of effect; these creatures suffer 1 point of magical damage per caster level.
Specific Additions 1) Add Pyrotechnics: If b_pyrotechnics is set to 1 in b_spells_settings.ini (set to 1 by default)
Notes:
0 Level Cantrips:
<img src='https://raw.githubusercontent.com/Grammarsalad/readmes/master/images/B_spells/snowball.png' style='width:50px' />
(Evocation)
This spell creates a mystical snowball which flies at any target of
Specific Additions 1) Add Snowball Spell: If b_snowball is set to 1 in b_spells_settings.ini (set to 1 by default)
Notes:
0-level cantrips: 1st-level cantrips:
<img src='https://raw.githubusercontent.com/Grammarsalad/readmes/master/images/B_spells/laugh.png' style='width:50px' />
(Enchantment/Charm)
The victim(s) of this spell perceives everything as hilariously funny. The effect is not immediate, and the creature feels only a slight tingling on the round the spell is cast, suffering only a -2 penalty to hit and AC. On the round immediately following, the victim begins smiling, then giggling, chuckling, tittering, snickering, guffawing, and finally collapsing into gales of uncontrollable, hideous laughter. During this time, the target cannot take any actions, and is -4 to AC and saves vs. breath. Although this magical mirth lasts only a single round per level of the caster, the affected creature must spend the next round regaining its feet, and it again suffers a -2 penalty to hit and AC.
The saving throw vs. spell is modified by the Intelligence of the creature. Creatures with an Intelligence of 4 or less are totally unaffected. Those with an Intelligence score of 5-14 save with -4 penalty. Those with higher levels of intelligence save with an unmodified roll.
Affected creatures shake off this effect if they are attacked, suffering only -2 to hit and AC for one round as they recover.
Specific Additions 1) Add Tasha's Laughter Spell: If b_tasha_giggle is set to 1 in b_spells_settings.ini (set to 1 by default)
Notes:
1st level cantrips:
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<img src='https://raw.githubusercontent.com/Grammarsalad/readmes/master/images/B_spells/Al_fund_bkdown.png'
style='width:50px' />
(Divination)
By casting this spell, the wizard gains a flash of insight that allows
The caster can produce an additional potion (of the same type) every 3 levels after 5th.
These potions evaporate after 8 hours if it is not consumed by then. Also, they cannot be sold, as their temporary nature is apparent to any competent vendor.
Specific Additions 1) Add Alamir’s Fundamental Breakdown Spell: If b_alamir_breakdown is set to 1 in b_spells_settings.ini (set to 1 by default)
Notes:
1st level cantrips: Proficiencies: If Alchemy is available via the Proficiencies mod, CONTINUE
(Necromancy)
This spell augments an undead creature's saving throws, fighting capacity, and ability to resist being turned. Undead allies targeted by this spell cannot be turned, gain a +2 bonus to all saves, +2 bonus to attack, and damage rolls, and +10 bonus HP for the duration.
Multiple castings of this spell are not cumulative.
Specific Additions 1) Add Augment Undead Spell: If b_augmet_undead is set to 1 in b_spells_settings.ini (set to 1 by default)
Notes:
1st level cantrips:
<img src='https://raw.githubusercontent.com/Grammarsalad/readmes/master/images/B_spells/sticky_carpet.png'
style='width:50px' />
(Conjuration)
An Adhesion spell covers a material surface with a sticky tar-like substance. Any creature entering the area or caught in it when the spell is cast must save vs. Breath each round or be stuck in place, unable to move for the rest of the round (wait until the next round). Those who successfully save can move but do so at a crawling speed of 1. All creatures in the area find it hard to defend themselves, and suffer a -2 penalty to saves vs. Breath (including subsequent saves against adhesion) and a -2 penalty to AC.
This spell has no chance of holding huge or larger creatures in place.
Specific Additions 1) Add Carpet of Adhesion Spell: If b_sticky_carpet is set to 1 in b_spells_settings.ini (set to 1 by default)
Notes:
1st level cantrips: \page
(Necromancy)
This spell disrupts the life force that sustains a target living creature. Any living creature targeted by this spell suffers 4d6+4 points of magic damage, +1d6+1 per two levels after 5th level (max 9d6+9 at 15th level).
In addition, the target creature must save vs. spell or suffer fatigue for 2 rounds/level.
This spell only affects living creatures. It has no affect on unnatural creatures.
Specific Additions 1) Add Disrupt Life: If b_disrupt_life is set to 1 in b_spells_settings.ini (set to 1 by default)
Notes:
1st level cantrips:
(Evocation)
By tracing these mystic runes upon a surface, the wizard prevents unauthorized persons from entering the area.
When an unauthorized creature walks on the area, the explosive runes detonate, delivering 1d4+1/level points of fire damage to the creature, and any creatures (friend or foe) within 12'.
Specific Additions 1) Add Explosive Runes Spell: If b_explosive_runes is set to 1 in b_spells_settings.ini (set to 1 by default)
Notes:
(Alteration)
By means of this spell, the wizard is able to convert material of one sort into a product that is of the same or different material. Living things cannot be created or altered by a fabricate spell. The quality and size of items made by this spell is commensurate with or less than the quality and amount of material used as the basis for the new fabrication. Thus, a wizard can fabricate a +1 longsword or dagger from a +1 bastard sword, but
Specific Additions 1) Add Fabricate Spell: If b_fabricate is set to 1 in b_spells_settings.ini (set to 1 by default)
Notes:
(Abjuration)
When the mage casts this spell, and touches a creature, that creature becomes immune to charm or fear effects for the next hour. Additionally, recipients gain a +2 bonus to save vs. spell for the duration.
This spell does not protect against domination affects (except though the bonus to save vs. spell).
Specific Additions 1) Add Iron Mind Spell: If b_iron_mind is set to 1 in b_spells_settings.ini (set to 1 by default)
Notes:
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(Alteration)
The plant control spell enables the caster to do one of two things:
With the first use of this spell, the caster causes normal vegetation to grow, entwine, and entangle enemies of smaller than huge size. This use of the Control Plants spell is identical to the Druid's Entanglement spell.
Alternatively, this spell can be used to dominate a creature of plant origin (Shambling Mound, Myconid, etc.) In this case, the creature must save vs. spell and if they fail, they are under the control of the caster for the duration.
Specific Additions 1) Add Plant Control: If b_cont_plants is set to 1 in b_spells_settings.ini (set to 1 by default)
Notes:
1st level cantrips:
(Conjuration/Summoning)
When this spell is cast, an area selected by the caster is warded against intrusion. If an uninvited creature comes too close to the warded area, they are struck by a shimmering field of force, and are paralyzed for 1 full turn if they fail to save vs. paralysis. If the creature makes their save, then the affect happens again, up to two times per round until a creature is paralyzed, at which time the ward dissipates.
The target can be released by any effect that removes paralysis, or by a successful dispel magic spell.
Specific Additions 1) Add Sepia Snake Sigil Spell: If b_snake_sigil is set to 1 in b_spells_settings.ini (set to 1 by default)
Notes:
(Conjuration)
This spell conjures a corrosive, acidic slime of horrid strength on one creature. The acid persists, burning the creature over 3 rounds. The first round, the creature suffers 1d3 points of acid damage per level (max 15d3). On the second round, the creature suffers 1d2 points of acid damage (max 15d2). On the third round, the creature suffers 1 point of damage per level (max 15).
Additionally, the target suffers a -2 penalty to attacks while the acid is in effect. The affected creature can save vs. poison/death to reduce the damage by 1/2 and to avoid the to hit penalty.
This spell is effective against constructs and other creatures normally resistant to magic.
Specific Additions 1) Add Solvent of Corrosion Spell: If b_solvent_of_corrosion is set to 1 in b_spells_settings.ini (set to 1 by default)
Notes:
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(Enchantment/Charm)
This spell affects any single person or monster it is cast upon. The term monster includes any non-undead, non-construct, non-extraplanar creature, such as an ogre or even a dragon. The target is allowed a Saving Throw vs. Spell to negate the effect (a person, as described by charm person, saves at -4).
If the spell's recipient fails
If the caster harm or attempts to harm the charmed creature by some overt action, or if a Dispel Magic spell is cast upon the charmed creature, the Charm spell is broken. If two or more Charms simultaneously affect a creature, the most recent Charm takes precedence. Note that the subject has full memory of the events that took place while he was charmed. Also note that you cannot have a charmed creature leave the area where he is charmed.
Specific Additions 1) Add Charm Monster Spell: If b_charm_monster is set to 1 in b_spells_settings.ini (set to 1 by default) AND Revised Charm is installed. Note that this spell will be installed with charm revision if b_charm_monster is set to 1. If b_charm_monster happens to be set to 0 when installing Charm Revisions, you can still install Charm Monster with New spells if you set b_charm_monster to 1 before doing so
Notes:
Revised Charm: This spell can only be installed if Revised Charm global revision is installed. Note that this spell will be installed with charm revision if b_charm_monster is set to 1. If b_charm_monster happens to be set to 0 when installing Charm Revisions, you can still install Charm Monster with New spells if you set b_charm_monster to 1 before doing so
<img src='https://raw.githubusercontent.com/Grammarsalad/readmes/master/images/B_spells/destroy_undead.png'
style='width:50px' />
(Necromancy)
This spell disrupts the animating force that keeps undead going, destroying all but the most powerful undead creatures. Undead creatures with fewer than 5 Hit Die are destroyed immediately (no save). Stronger undead take 1d8 Hit Points of magic damage per level of the caster (save vs. spell for half damage; max 15d8 damage at level 15).
Specific Additions 1) Add Destroy Undead Spell: If b_destroy_undead is set to 1 in b_spells_settings.ini (set to 1 by default)
Notes:
Revised Charm:
(Enchantment/Charm)
When a fumble spell is cast, the wizard causes the target creature to suddenly become clumsy and awkward. The target creature must save every round (vs. Breath -2) they are under the effect of the spell. Each round they fail their save, they fall flat, unable to move or take any action. Even when the target manages to stay on their feet, they can still fall when trying to make an attack. Wherever the target makes an attack, there is a 50% chance they fall to the ground (as above) and miss their attack.
Notes:
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(Evocation)
This spell temporarily brings into being a "helmed horror" that fights for the caster with absolute loyalty until destroyed. The iron maiden takes the form of an empty, animated suit of armor, armed with a long sword. It acts as the mage directs for the duration or until it is destroyed.
Notes:
(Divination)
When this spell is cast, the caster is able to "see" and "hear" everything in
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### Level 1 #### **Spell Name** (New) ___ (School) - **Level**: 1 - **Range**: 0 - **Duration**: 5 turns - **Casting Time**: 1 - **Area of Effect**: The Caster - **Saving Throw**: None Description >_**Revision Notes**_: Revision notes if a revised spell >_**Specific Additions**_ >1) variable names in b_spells_settings.ini >***Notes***: Compatibility notes **Internal Name**: WIZARD_SPELL_NAME\page