New and Revised Spells
New spells, "(New)", will only be installed if new spells are installed. Revised spells, (Revised), will only be installed in the relevant revised spell component is installed. IWDEE spells, described in the section below, will only be installed if the relevant IWDEE spells component is installed. Interactions will be noted in the spell description.
Divine Spells: Universal
Level 2
Ice Blade (New)
(Evocation)
Level: 2
Sphere: Elemental Water
Range: 0
Duration: 2 Turns
Casting Time: 4
Area of Effect: The caster
Saving Throw: None
With this spell, the caster causes a swirling sword-shaped formation of jagged ice shards to spring forth from hand. This blade-like ray is wielded as if proficient. If the caster successfully hits with the ice blade in melee combat, the creature struck suffers 1d8 points of cold damage, +1 point per level (to a maximum of 1d8+10). The blade is considered to be of +1 enchantment when determining what it can hit.
Level 3
Cloak of Darkness (New)
(Abjuration)
Level: 3
Sphere: Sun
Range: Touch
Duration: 1 Turn
Casting Time: 6
Area of Effect: 1 creature
Saving Throw: None
This spell infuses the target with shadow, protecting them from both attacks and spells, while also protecting them from prying eyes. Targets gain a +1 bonus to AC per four levels (maximum of +5), +2 bonus to save vs. spells, and infravision for the duration of this spell.
Additionally, the recipeient hides in shadows at 99%, and automatically blends into the shadows each round if they are not doing anything else.
Notes:
Faiths and Powers: This spell is in the Shadow Sphere if Faiths and Powers is installed.
Divine Spells: Cleric/Paladin Only
Level 1
Bless Water (New)
(Alteration)
Level: 1
Sphere: Creation
Range: 0
Duration: 8 hours
Casting Time: 9
Area of Effect: The Caster
Saving Throw: None
With this spell, the caster performs a short, but sacred ritual, creating holy water which can use self or give to companions. Holy water is harmful against evil outsiders and undead creatures, and mildly beneficial to living creatures. Vials can be thrown or drunk, healing 1d4 points of damage to a living creature, or causing 2d4+2 magic damage to an undead creature or demonic outsider.
A thrown vial does no damage in itself, but breaks and affects the target creature (within 20 ft.) as below.
Holy water dissipates after 8 hours if not used.
At 1st level, 1 vial is created. An extra vial is created every 2 levels after that.
Vial of Holy Water
This is a vial of water that has been sanctified by a cleric.
When this delicate vial is thrown at a target, it breaks open, splashing them with holy water. Holy water acts like acid against undead and demonic entities, but is soothing to living creatures, healing them for minor damage.
STATISTICS:
Damage: 2d4+2 to Undead or Evil Outsiders
Special: Restores 1d4 Hit Points to living creatures.
Notes:
Faiths and Powers: This spell is called is in the Benediction Sphere if Faiths and Powers is installed.
1st Level Cantrips: This spell is converted to an Second Level Spell if 1st level cantrips is installed, damage increses to 3d4 +3, and healing increases to 1d4+2.
Destructive Smite (New)
(Conjuration)
Level: 1
Sphere: Combat
Range: Self
Duration: 1 round/level (max 5)
Casting Time: 0
Saving Throw: None
This spell imbues the caster with pure force that can use against enemies. melee attacks inflict an additional 2d6 points of magic damage for 1 round per level (max 5 rounds).
Notes:
Faiths and Powers: This spell is called Hand of Carnage if Faiths and Powers is installed, and it is in the Destruction Sphere.
1st Level Cantrips: This spell is converted to an Second Level Spell if 1st level cantrips is installed, and damage is doubled (4d6).
Disrupt Undead (New)
(Necromancy)
Level: 1
Sphere: Necromantic
Range: Visual range of the caster
Casting Time: 3
Area of Effect: One Undead Creature
Saving Throw: None
This spell disrupts the negative energy that sustains a target undead creature. Any undead targeted by this spell suffers 2d6+2 points of magic damage, +1d6+1 per two levels (max 7d6+7 at 11th level).
Notes:
0 Level Cantrips: This spell is converted to an Orison if Cantrips is installed, and damage starts at 1d6+1, but otherwise increases as normal.
Faiths and Powers: This spell is in the Death Sphere if FnP is installed.
Eyes of the Dead (New)
(Necromancy)
Level: 1
Sphere: Necromantic
Range: Touch
Duration: 1 Turn
Casting Time: 6
Area of Effect: The caster
When the caster completes this spell and touches an allied undead ally, gains the ability to see through that creature's eyes allowing to see everything that it sees. Additionally, has greater influence over the creature, making it attack more effectively, granting it a +4 bonus to attack rolls.
While this spell is in effect, the caster's body is helpless, as is helpless, and blind.
Notes:
0 Level Cantrips: This spell is converted to an Orison without alteration if 0 level Cantrips is installed.
Faiths and Powers: This spell is in the Death Sphere if FnP is installed.
Level 2
Enthrall (New)
(Enchantment/Charm)
Level: 2
Sphere: Charm
Range: Visual range of the caster
Duration: 1 round, +1 round/2 levels (max 5 rounds at level 9)
Casting Time: 2
Area of Effect: Special
Saving Throw: Neg.
This spell entrances up to 1d4 creatures, causing them to stand mystified for 1 round per level of the priest if they do not save vs. spell (maximum 10 rounds). Specifically, it affects the targeted enemy and up to 3 hostile creatures within 20 ft. of it. Enthralled creatures stand where they are, and fail to notice creatures around them.
Affected creatures shake off this effect if they are attacked.
Notes:
Faiths and Powers: This spell is in the Thought Sphere if FnP is installed.
Forbiddance (New)
(Enchantment/Charm)
Level: 2
Sphere: Charm
Range: Visual range of the caster
Duration: 2 round
Casting Time: 1
Area of Effect: 1 creature
Saving Throw: Special
This spell enables the priest to forbid another creature to move, by commanding them to "stop". A creature so commanded will stop in it's tracks, and will be unable to move if they do not make a successful save vs. spells. Even if they do make their save, creatures find that they move at 1/2 speed as their legs resist their own will. At the end of the second round, the creature regains the use of it's legs, and can move normally.
Notes:
Faiths and Powers: This spell is in the Thought Sphere if FnP is installed.
Pacify the Dead (New)
(Alteration)
Level: 2
Sphere: Necromantic
Range: Visual range of the caster
Duration: 1 turn
Casting Time: 3
Area of Effect: one undead creature
Saving Throw: None.
Upon casting this spell, the priest causes one undead within range to be slowed. This effect negates Haste, but does not otherwise affect magically sped-up or slowed creatures. Slowed creatures suffer -4 penalties to attack and Armor Class.
Notes:
Faiths and Powers: This spell is in the Death Sphere if FnP is installed.
1st level cantrips: Changes to a 1st level spell, no change
Shatter (New)
(Transmutation)
Level: 2
Sphere: Combat
Range: 25'
Duration: Instant
Casting Time: 9
Area of Effect: One Creature
Saving Throw: Polymorph 1/2
When the priest cast's this spell, creates a vibrating pulse that increases in intensity in a nearby creature or object that is especially destructive against inorganic, solid constructs like doors and golems. The first round, a living or undead creature takes 2d6 crushing damage unless they save vs. polymorph (in which case, they take half damage and the spell ends). Every round that they do not save, they suffer the amount of damage that they received in the last round, plus an additional 2d6 points of damage for a maximum of 4 rounds. Any round that they do save, they suffer 1/2 damage and the spell ends.
When cast on a door or locked container, it undermines the integrity of the object destroying all but the most sturdy or magically protected locks. Against constructs such as golems, and elementals it does double damage, and they cannot save to avoid its effects.
Notes:
Faiths and Powers: This spell is in the Destruction Sphere if FnP is installed.
Watery Fist (New)
(Conjuration)
Level: 2
Sphere: Elemental Water
Range: 60 Yards
Duration: 1 round / 2 levels
Casting Time: 5
Area of Effect: 1 creature
Saving Throw: None
Upon completion of this spell the caster calls into being a huge disembodied fist formed purely of water. This fist will remain in existance for 1 round per 2 caster levels, up to maximum of 5 rounds at level 9. The first will attack the chosen target once per round and cause cold damage as listed below:
Caster level 3-4: 1d6 damage per round
Caster level 5-8: 1d10 damage per round
Caster level 9-12: 1d12 damage per round
Caster level 13+: 2d8 damage per round
Credit for this spell belongs to Requiem & Mordeus (Used with permission)
Divine Spells: Druid/Ranger Only
Level 1
Abundant Ammunition (New)
(Conjuration)
Level: 1
Sphere: Creation
Range: Personal
Duration: Instant; 24 hours
Casting Time: 0
Saving Throw: None
This spell creates ammunition in the caster's inventory. This spell can either create a stack of arrows, bolts, or bullets. The spell creates 10 projectiles per level (maximum 50 at 5th level).
At 5th level, you can choose to create 10 +1 projectiles rather than 50 normal projectiles.
These projectiles last for 24 hours.
Notes:
Faiths and Powers: This spell is in the War Sphere if FnP is installed.
1st level cantrips: Converted to a second level spell, with double the ammo and giving up to +2 ammos
Animal Eyes (New)
(Divination)
Level: 1
Sphere: Animal
Range: Touch
Duration: 1 Turn
Casting Time: 6
Area of Effect: The caster
When the caster completes this spell and touches an allied animal, gains the ability to see through that animal's eyes allowing to see everything that that animal sees. Additionally, has greater influence over the creature, urging it to be more aggressive in its attacks, granting it a +1 critical threat rolls.
While this spell is in effect, the caster's body is helpless, as is helpless, and blind.
Notes:
0 Level Cantrips: This spell is converted to an Orison without alteration if 0 level Cantrips is installed.
Camouflage (New)
(Illusion)
Level: 1
Sphere: Elemental Earth
Range: Personal
Duration: Instant: 2 turns
Casting Time: 0
Saving Throw: None
This spell changes the coloration of the caster to match the surrounding environment, making very difficult to see.
When this spell is cast, the caster gains a +50% bonus to hide and move silently, and naturally blends in to the surrounding environment, allowing to hide as a thief or ranger for the duration.
This bonus increases by +5% at 2nd level, and +5% per 2 levels after that, to a maximum of +75% at 10th level.
Notes:
1st level cantrips: Converted to a second level spell, with 5 turn duration, and a +20% bonus to stealth (max 95% at 10th level)
Frost Fingers (New)
(Invocation)
Level: 1
Sphere: Elemental Water
Range: 0
Duration: Instant
Casting Time: 1
Area of Effect: The caster
Saving Throw: none
When the priest casts this spell, a jet of chilling frost shoots from fingertips. The priest's hands must be held so as to send forth a fanlike sheet of frost: thumbs must touch each other and the fingers must be spread. The spell sends out frost jets of 5 ft. length in a horizontal arc of about 120 degrees in front of the caster. Any creature in the area receives 1d6 points of cold damage, plus 1d6 per two levels to a maximum of 5d6 damage.
Notes:
1st level cantrips: Converted to a second level spell, doing double damage.
Level 3
Snare (New)
(Alteration)
Level: 3
Sphere: Plant
Range: 20 ft.
Duration: Permanent until triggered
Casting Time: 6
Area of Effect: 10-ft. radius
Saving Throw: none
When the druid casts this spell, selects an area within range. The plant life in the area reconfigue to construct a deadly trap that does 1d8 points of piercing damage per level (max 10d8).
Much like a thief trap, this spell fails if cast in the presence of enemies.
Arcane Spells
Level 1
Accelerate Metabolism (New)
(Necromancy)
Level: 1
Range: Touch
Duration: 8 Hours
Casting Time: 9
Area of Effect: 1 creature
Saving Throw: None
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.
Notes:
1st level cantrips: Converted to a second level spell, unchanged
Alarm (New)
(Divination)
Level: 1
Range: 0
Duration: Special
Casting Time: 9
Area of Effect: Special
Saving Throw: None
When alarm is cast, the caster and allies are alerted if any creature, visible or invisible, with hostile intent comes within 30' of by a mental or audible alarm.
This alarm awakens the caster and allies, and makes them alert to all enemies, giving them a +2 bonus to weapon and casting speed for a single round. This spell cannot be cast in the presence of enemies.
Once the ward is set, it protects the caster and allies as long as they stay within the general area. The ward lasts for 8 hours or until triggered.
Notes:
1st level cantrips: Converted to a second level spell, unchanged
Anticipation (New)
(Divination)
Level: 1
Range: 0
Casting Time: 0
Duration: 3 rounds
Area of Effect: The caster
Saving Throw: None
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 saves vs. dragon breath for 3 rounds.
Credit for this spell belons to Subtledoctor (Modified with permission)
Notes:
0 Level Cantrips: This spell is converted to a Cantrip, with a 1 round duration, and a casting time of 1 if Cantrips is installed.
Detect Traps and Portals (New)
(Divination)
Level: 1
Range: 0
Duration: 1 hour
Casting Time: 9
Area of Effect: Special
Saving Throw: None
With this spell, the mage can detect traps and secret doors, as if were a Thief. When casts this spell, has a chance to detect traps equal to 30%, +5% for each additional level after first (max 75% at level 10) for one hour. need not take a special action, will automatically look for traps for the duration as long as this spell is in effect, and is not doing anything else.
This chance to detect spells stacks with any preexisting skill the mage might otherwise have with detect traps, and if has levels in thief, this spell will give a bonus to disarm traps as well.
Notes:
1st level cantrips: Converted to a second level spell, +20% to skill bonus (maxes out at 95%)
Enervating Ray (New)
(Necromancy)
Level: 1
Range: 40 ft.
Duration: 1 round/level
Casting Time: 2
Area of Effect: 1 creature
Saving Throw: Special
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 2d4 at 3rd level, and every 2 levels thereafter (max 10d4 at 9th level). The penalties are increased by -1 at 5th level, and every 5 levels thereafter (max -5 at 20th level).
Undead and creatures without a biological anatomy are immune to Enervating Ray.
Notes:
1st level cantrips: Damage is reduced to 1/2, but kept as a 1st level spell
Farseer (New)
(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.
Notes:
1st level cantrips: Duration reduced to 3 rounds
Hypnotism (New)
(Enchantment/Charm)
Level: 1
Range: Visual range of the caster
Duration: 1 round
Casting Time: 1
Area of Effect: Special
Saving Throw: Neg.
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.
Notes:
1st level cantrips: Converted to a second level spell, unchanged
Protective Shell (New)
(Abjuration)
Level: 1
Range: 0
Casting Time: 6
Duration: 3 turns
Area of Effect: The caster
Saving Throw: None
This spell creates a thin magical shell that harmlessly absorbs the first physical strike that hits the caster.
Credit for this spell belons to Subtledoctor (Modified with permission)
Reprieve (New)
(Alteration)
Range: Visual range of the caster
Duration: 1 round +1 round/2 levels
Target: 1 Ally
Casting Time: 1
Saving Throw: None
This spell causes a single ally to vanish in a flash of light. After one round that ally will reappear at the location you were when you 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
Notes:
0 level cantrips: Changed to a cantrip
1 level cantrips: Range changed to 1 round
Vanish (New)
(Illusion/Phantasm)
Level: 1
Range: 0
Duration: 1 round, +1 round per 2 levels
Casting Time: 1
Area of Effect: The caster
Saving Throw: None
This spell turns the caster invisible and makes undetectable by normal vision or infravision. The spell remains in effect for 1 round, +1 round per 2 levels after 1st, level (max 5 rounds at levl 9), until it is magically broken or dispelled, or until the recipient talks to or attacks any creature. Thus, the invisible being can open doors, eat, climb stairs, etc., but if attacks or casts a spell, immediately becomes visible (although the invisibility enables to attack first).~
Notes:
1st level cantrips: Duration reduced to 1 round
Level 2
Bolt of Paralysis (New)
(Evocation)
Level: 2
Range: 60 ft
Duration: 1 round/level
Casting Time: 1
Area of Effect: 1 creature
Saving Throw: Special
When the mage casts this spell, a bolt of pure energy lances at target, unerringly hitting them. If they do not successfully save vs. poison/death, they are paralyzed for 1 round per level.
Even if the target makes their save, they are instead slowed for the duration.
This spell does not affect undead or constructs, such as golems.
Level 3
Iron Mind (New)
(Abjuration)
Level: 3
Range: Touch
Duration: 1 hour
Casting Time: 3
Area of Effect: 1 creature
Saving Throw: None
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).
Solvent of Corrosion (New)
(Conjuration)
Level: 3
Range: 10'
Duration: 3 rounds
Casting Time: 3
Area of Effect: 1 creature
Saving Throw: Special
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.
Level 4
Charm Monster (New)
(Enchantment/Charm)
Level: 4
Range: Visual range of the caster
Duration: 5 rounds
Casting Time: 1
Area of Effect: 1 person or monster
Saving Throw: Neg.
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 Saving Throw, regards the caster as a trusted friend and ally to be heeded and protected. The caster may give him orders, and the charmed individual will carry them out as quickly as possible.
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.
Notes:
Revised Charm: This spell is only installed if Revised Charm global revision is installed
Mindsight (New)
(Divination)
Level: 4
Range: 0
Duration: 1 hour
Casting Time: 1
Area of Effect: the caster
Saving Throw: None
When this spell is cast, the caster is able to "see" and "hear" everything in immediate area, as though the environmental conditions are ideal for sight and sound, and can effectively "see" twice as far as before. needs no sensory organs for this detection, and, as such, effects that blind or deafen are effectively dispelled. Additionally, need not fear such effects as long as this spell is in place.
effectively gains infravision while this spell is in effect, and preternatural awareness of surroundings grants a -2 bonus to armor class.
This spell does not grant any special benefits against illusions.
### Level 5
**Snilloc's Major Missile** (New)
(Evocation)
Level: 5
Range: Visual range of the caster
Duration: Instant
Casting Time: 1
Area of Effect: 1 creature
Saving Throw: None
Major Missile is much like Magic Missile, creating a single missile of magical energy that darts forth from the wizard's fingertip and unerringly strike their target, which must be a creature of some sort. This missile inflicts 1d4+1 points of damage, plus 1d4+1 for every two levels thereafter, to a maximum of 15d4 +15.
**Usurp Shell** (New)
(Necromancy)
Level: 5
Range: 60 ft.
Duration: 1 turn
Casting Time: 1
Area of Effect: 1 creature
Saving Throw: Special
With this spell the caster attempts to bypass the targets mind, taking direct control of their body instead if they do not make a save vs. death -2. Unlike a dominate spell, this spell does not touch the mind, and can even be used to usurp the body of an undead creature, or any creature with biological anatomy.
If this spell is sucessful, the caster gains control of the targets body, allowing to make the body attack or move as pleases. does not gain fine motor control of the tergets body, however, nor does gain control of the targets mind. Thus, cannot force the target to cast spells or use special abilities on behalf.
Additionally, the targets movements are jerky and predicable, and they move at 80% their normal speed and suffer a -2 to all attack rolls.
If the target resists the spell, they suffer 3d8 points of magic damage.
### Level 6
**Siphon Vitality** (New)
(Necromancy)
Level: 6
Range: 15 ft.
Duration: 1 hour
Casting Time: 3
Area of Effect: 1 creature
Saving Throw: None
When the caster casts this spell and points to a creature within 15', that creature is drained for 1d8 points of magic damage per 3 levels (maximum 6d8 at 18th level). These Hit Points are added to the caster's total as a temporary bonus that lasts for 1 hour. The caster is also revitalized, gaining a +1 bonus to attack rolls, damage rolls, and moral. This spell has no effect on constructs or undead.
A caster cannot benefit from multiple castings of Siphon Vitality.
# IWDEE Spells
Description
## Arcane Spells
### Level 2
**Snilloc's Snowball Swarm** (IWDEE)
(Evocation)
Level: 2
Range: Visual range of the caster
Duration: Instant
Casting Time: 2
Area of Effect: 30-ft. radius
Saving Throw: 1/2
This spell causes a flurry of snowballs to erupt from a point within range. These snowballs will hit everything within the area of effect, doing 1d3 points of cold damage per level, up to a maximum of 8d3 points at level 8. Against fire-using or fire-dwelling creatures, it inflicts 1d6 points of cold damage per level, up to a maximum of 8d6 points at level 8.
***Notes***:
**General**: Set to Opposition School: Enchantment unless IWDEE style spells is installed (where it will be Conjurer as in IWDEE)
### Level 3
**Icelance** (IWDEE)
(Evocation)
Level: 3
Range: Visual range of the caster
Duration: Instant
Casting Time: 3
Area of Effect: 1 creature
Saving Throw: Special
This spell fires a magical lance of ice at a target of the caster's choosing. It automatically hits, inflicting 5d6 points of cold damage and forcing the target to make a Save vs. Spell or be stunned for 3 rounds.
***Notes***:
**General**: Set to Opposition School: Enchantment unless IWDEE style spells is installed (where it will be Conjurer as in IWDEE)
### Level 4
**Emotion: Courage** (IWDEE)
(Enchantment/Charm)
Level: 4
Range: Visual range of the caster
Duration: 1 hour
Casting Time: 4
Area of Effect: 15-ft. radius
Saving Throw: None
This spell creates the emotion of courage within the area of effect. All creatures affected by the spell gain +1 to hit, +3 to their damage rolls, and +5 temporary Hit Points (which can put them above their maximum Hit Points). This spell nullifies all fear effects within the area of effect at the time of casting.
***Notes***:
**General**: Set to Opposition School: Invocation unless IWDEE style spells is installed (where it will be Necromancer as in IWDEE)
**Emotion: Fear** (IWDEE)
(Enchantment/Charm)
Level: 4
Range: Visual range of the caster
Duration: 5 rounds
Casting Time: 4
Area of Effect: 15-ft. radius
Saving Throw: Neg.
This spell creates the emotion of fear within the area of effect. All enemies who fail to save vs. Spell flee for 5 rounds.
***Notes***:
**General**: Set to Opposition School: Invocation unless IWDEE style spells is installed (where it will be Necromancer as in IWDEE)
**Emotion: Hope** (IWDEE)
(Enchantment/Charm)
Level: 4
Range: Visual range of the caster
Duration: 1 hour
Casting Time: 4
Area of Effect: 15-ft. radius
Saving Throw: None
This spell creates the emotion of hope within the area of effect. All creatures affected by the spell gain a morale boost and +2 on their Saving Throws, attack rolls, and damage rolls.
***Notes***:
**General**: Set to Opposition School: Invocation unless IWDEE style spells is installed (where it will be Necromancer as in IWDEE)
**Shadow Monsters** (IWDEE)
(Illusion/Phantasm)
Level: 4
Range: Visual range of the caster
Duration: 1 round/level
Casting Time: 4
Area of Effect: Special
Saving Throw: None
This spell shapes material from the Demiplane of Shadow into illusionary monsters. Up to six shadowy creatures can be summoned at once, but their total Hit Dice will normally not exceed the spellcaster's level.
***Notes***:
**General**: Set to Opposition School: Necromancy unless IWDEE style spells is installed (where it will be Abjurer as in IWDEE)
**Shout** (IWDEE)
(Invocation)
Level: 4
Range: 0
Duration: Instant
Casting Time: 1
Area of Effect: 35-ft. cone with 15-deg. arc
Saving Throw: Special
Shout grants the wizard tremendous vocal powers, allowing to emit an earsplitting roar from mouth in a cone-shaped area of effect. Any creature within this area is deafened for 9 rounds and suffers 4d6 points of magic damage. A successful Save vs. Spell negates the deafness and reduces the damage by half.
***Notes***:
**General**: Set to Opposition School: Enchantment unless IWDEE style spells is installed (where it will be Conjurer as in IWDEE)
### Level 6
**Shades** (IWDEE)
(Illusion/Phantasm)
Level: 6
Range: Visual range of the caster
Duration: 1 round/level
Casting Time: 6
Area of Effect: Special
Saving Throw: None
Shades is similar to Shadow Monsters and Demi-Shadow Monsters—it allows the caster to shape material from the Demiplane of Shadow into illusionary creatures. These shadows are tougher than the shadows summoned by Shadow Monsters and Demi-Shadow Monsters, and they will obey the caster until the spell expires or they are slain.
***Notes***:
**General**: Set to Opposition School: Necromancy unless IWDEE style spells is installed (where it will be Abjurer as in IWDEE)
### Level 7
**Acid Storm** (IWDEE)
(Evocation)
Level: 7
Range: Visual range of the caster
Duration: 1 round/level
Casting Time: 7
Area of Effect: 24-ft. radius
Saving Throw: 1/2
This spell unleashes an acidic downpour on the area of effect, doing 1d4 points of acid damage each round for the first three rounds, 1d6 points for the next three rounds, and 1d8 points for each round thereafter. Moving out of the area of effect does not stop the damage—the acid adheres to the skin, and any creatures in the area of effect when Acid Storm is cast continue to suffer acid damage as long as the spell duration lasts. Creatures make a Save vs. Spell every round after they have been hit by the cloud—if successful, they only take half damage (for that round only).
***Notes***:
**General**: Set to Opposition School: Enchantment unless IWDEE style spells is installed (where it will be Conjurer as in IWDEE)
## Cantrips and Orisons
There are two mutually exclusive versions of cantrips that can be installed for both arcane and divine casters. All versions of cantrips are usable 'at will' meaning that the caster will always have something 'magical' to do in (or out of) combat. The two kinds of cantrips are 1st level cantrips or 0 level cantrips. If you install 1st level cantrips, all of your first level slots count as cantrips meaning that you can use your first level spells as often as you like, though some spells will be reduced in power or converted to a higher level for balance purposes. 0 level cantrips are prepared much like normal spells but are cast as innate abilities. Where there are cantrips with 1st and 0 level variants, the 0 level versions tend to be weaker. Note that arcane and divine cantrips are installed separately and you can have different versions of each (e.g. 0 level cantrips for wizards and 1st level cantrips for priests).
### 0 Level Cantrips
#### Cantrips Known/Prepared by Level
| Class | G. Mage | Sp. Mage | Sorcerer | D. Disciple | Bard | Cleric | Druid | Shaman | Ranger | Paladin |
| --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- |
| 1st | 4/1 | 3+1/1+1 | 3/3 | 2/2 | 2/1 | -/2 | -/2 | 3/3 | - | - |
| 2nd | -/2 | -/2+1 | 4/4 | 3/3 | -/2 | -/3 | -/3 | 4/4 | - | - |
| 3rd | -/2 | -/2+1 | 4/4 | 3/3 | -/2 | -/3 | -/3 | 4/4 | - | - |
| 4th | -/3 | -/3+1 | 5/5 | 4/4 | -/3 | -/4 | -/4 | 5/5 | - | - |
| 5th | -/4 | -/4+1 | 6/6 | 5/5 | -/4 | -/5 | -/5 | 6/6 | - | - |
| 6th | -/4 | -/4+1 | 6/6 | 5/5 | -/4 | -/5 | -/5 | 6/6 | - | - |
| 7th | -/4 | -/4+1 | 6/6 | 5/5 | -/4 | -/5 | -/5 | 6/6 | - | - |
| 8th | -/4 | -/4+1 | 6/6 | 5/5 | -/4 | -/5 | -/5 | 6/6 | - | - |
| 9th | -/4 | -/4+1 | 6/6 | 5/5 | -/4 | -/5 | -/5 | 6/6 | - | - |
| 10th | -/4 | -/4+1 | 6/6 | 5/5 | -/4 | -/5 | -/5 | 6/6 | - | - |
| 11th | -/4 | -/4+1 | 6/6 | 5/5 | -/4 | -/5 | -/5 | 6/6 | - | - |
| 12th | -/4 | -/4+1 | 6/6 | 5/5 | -/4 | -/5 | -/5 | 6/6 | - | - |
| 13th | -/5 | -/5+1 | 7/7 | 6/6 | -/5 | -/6 | -/6 | 7/7 | - | - |
| 14th | -/5 | -/5+1 | 7/7 | 6/6 | -/5 | -/6 | -/6 | 7/7 | - | - |
| 15th | -/5 | -/5+1 | 7/7 | 6/6 | -/5 | -/6 | -/6 | 7/7 | - | - |
| 16th | -/5 | -/5+1 | 7/7 | 6/6 | -/5 | -/6 | -/6 | 7/7 | - | - |
| 17th | -/5 | -/5+1 | 7/7 | 6/6 | -/5 | -/6 | -/6 | 7/7 | - | - |
| 18th | -/5 | -/5+1 | 7/7 | 6/6 | -/5 | -/6 | -/6 | 7/7 | - | - |
| 19th | -/5 | -/5+1 | 7/7 | 6/6 | -/5 | -/6 | -/6 | 7/7 | - | - |
| 20th | -/6 | -/6+1 | 8/8 | 7/7 | -/6 | -/7 | -/7 | 8/8 | - | - |
**Notes**
- Mages: After 1st level, mages must learn cantrps the same way they learn other spells. They must find a scroll containing the cantrip which they learn as normal. Specialist mages must learn at least one cantrip of their favored school at first level. In addition, they can prepare an additional cantrip but that slot must be filled by a cantrip of their favored school.
- Clerics and Druids begin play knowing all cantrips (if FnP or DoF is installed, they know all cantrips belonging to spheres they have access to).
- Sorcerers and Shaman do not prepare cantrips. Rather, they can cast all cantrips that they know.
### 0 Level Arcane Cantrip Descriptions
### 0 Level Divine Cantrip Descriptions
### 1st Level Arcane Cantrip Descriptions
### 1st Level Divine Cantrip Descriptions
# Spell Revisions
## Global Changes
### Healing Revision
This component changes heal and cause/inflict spells (if installed) to have varying effects depending on the target of the spell. Specifically, these spells heal or inflict wounds based on the maximum hit points of the target (plus a little extra). Spells work as follows:
#### Cantrips
**Heal/Inflict Minor Wounds**: 10% target's max hit points, +2 hit points (inflict save for 1/2 as normal).
Note: Only applicable if Cantrips is installed.
#### Level 1
**Cure/Inflict Light Wounds**: 20% target's max hit points, +4 hit points (inflict save for 1/2 as normal).
#### Level 2
**Cure/Inflict Moderate Wounds**: 30% target's max hit points, +6 hit points (inflict save for 1/2 as normal).
Note: Only applicable if CMW installed (or IWDEE).
**Goodberry**: Berrys heal 10% of target's max hit points.
#### Level 3
**Cure/Infict Medium Wounds**: 40% target's max hit points, +8 hit points (inflict save for 1/2 as normal).
#### Level 4
**Cure/Inflict Serius Wounds**: 50% target's max hit points, +10 hit points (inflict save for 1/2 as normal).
**Neutralize Poison**: 20% target's max hit points (in addition to normal cure).
#### Level 5
**Cure/Inflict Critical Wounds**: 60% target's max hit points, +12 hit points (inflict save for 1/2 as normal)
**Mass Cure**: 25% target's max hit points, +6 hit points
#### Level 6
#### Level 7
**Mist of Eldath**: 60% target's max hit points
### Charm Revision
This component revises charm spells, making charmed creatures friendly but uncontrollable (as with a dominate spell). Rather, when a charmed creature is in the middle of a fight between their former friends and a charming caster, they will 'stand there conflicted' helping neither side.
### Neutral Spell Names
This component renames a number of spells to make them more 'neutral'. There are two different subcomponents: one that renames priest spells (generally to get rid of god names), and the other renames mage spells (generally to get rid of founder's names).
**Mist of Eldath**: Renamed to Clensing Mist
# IWDEE/BGEE Style Spells
## Global Changes
### Opposition Schools
This subcomponent alters opposition schools to conform to IWDEE or BG(2)EE standards.
| School | BG(2)EE Opposition | IWDEE Opposition |
| --- | --- | --- |
| Conjuration | Divination | Divination/Evocation |
| Alteration | Abjuration | Abjuration |
| Enchantment | Evocation | Necromancy |
| Illusion | Necromancy | Abjuration/Necromancy |
| Abjuration | Necromancy | Illusion/Alteration |
| Divination | Conjuration | Evocation |
| Evocation | Enchantment | Conjuration/Enchantment |
| Necromancy | Illusion | Illusion/Alteration |
| Wild | All | All |
### 20/30 level cap
This subcomponent
# Magic Item Creation and Addition
This component adds new magic items, and item creation.