Custom Spirit Sorcerer Spells


Alcohol Spirit
Transmutation
Level: Spirit Sorcerer 0
Components: V, S
Casting Time: 1 full round
Range: Close (25 ft., +5 ft./2 levels)
Target: 1 humanoid or monstrous humanoid of Medium-size or smaller
Duration: 3 rounds
Saving Throw: Fortitude negates
Spell Resistance: Yes
You point at one target creature in range and transmute miniscule amounts of their
bloodstream into alcohol, immediately nauseating them for 3 rounds.  A spirit of
alcohol and intoxication manifests within the target, making them feel sick,
unbalanced, and somewhat befuddled by alcohol.  The subject receives a Fortitude
save each round to resist the effect, and any successful Fortitude save against it ends
the spell.  Only humanoids and monstrous humanoids of Medium-size or smaller
may be affected, and creatures immune to natural poisons are not affected (including
druids who have acquired the Venom Immunity class feature).  This is a magical
poison effect for other purposes, however.  A nauseated creature cannot attack, cast
spells, concentrate on spells, activate spell-like abilities, concentrate on spell-like
abilities, or do anything else requiring attention.  The only action such a creature can
take is a single move action (or move-equivalent action) on their turn.


Binding Spirit
Abjuration (Force)
Level: Spirit Sorcerer 1
Components: V, S
Casting Time: 1 action
Range: Close (25 ft., +5 ft./2 levels)
Target: 1 creature of Large size or smaller
Duration: 1 minute/level (D)
Saving Throw: Reflex negates (see text)
Spell Resistance: Yes
Requesting the aid of a restraining spirit, you try to bind an opponent.  Only
creatures of Large size or smaller can be affected.  The Binding Spirit attempts to
wrap itself about the subject like a greyish-blue phantom chain, and the subject is
allowed a Reflex save to avoid being held by it.  If the subject succeeds on their
first saving throw against the spell, it is negated and does not take effect.  A creature
held by the Binding Spirit cannot move, except to speak (with a bit of difficulty),
breathe, move their eyes, and so on (no movement any more significant than these is
possible while held by the spirit).  They are otherwise considered paralyzed and
immobilized, though mental actions are still useable.  If the Reflex save fails, they are
held by the Binding Spirit for the duration of the spell or until they free themselves,
as follows.  As a standard action on the subject's turn, they may attempt either a
Strength check or an Escape Artist check against DC 20, and if successful they are
temporarily freed from the Binding Spirit's hold.

     If the subject fails the initial saving throw but later succeeds on one of these
Strength or Escape Artist checks, the Binding Spirit attempts each round to hold
them again, at the start of the caster's turn.  This means the subject must attempt a
new Reflex save each round that they are free of the spirit, until they are held by it
again or the spell's duration expires.  These later Reflex saves gain an extra +1
bonus, however, for each previous Reflex save, Strength check, and/or Escape Artist
check that succeeded against this individual casting.  If the Binding Spirit is
suppressed by antimagic effects or the like, the subject makes a new Reflex save in
this manner once the spell is no longer suppressed, on the caster's turn, unless this
spell's duration has expired.  This spell is a force effect, so the chain-like Binding
Spirit can be destroyed through any means that would destroy a force effect as with
a Wall of Force or the like (so for instance, a Disintegrate spell will destroy it).
However, the Binding Spirit can be dispelled like any other spell, unlike some other
force effects.


Fury Spirit
Enchantment (Compulsion) (Mind-Affecting)

Level:
Spirit Sorcerer 2
Components:
V, S
Casting Time:
1 action
Range:
Close (25 ft., +5 ft./2 levels)
Target:
1 living creature
Duration:
1 round/level
Saving Throw:
Will negates (harmless)
Spell Resistance:
Yes (harmless)
The spirit sorcerer sends out a spirit of fury to enrage one living creature in range,
forcing the subject into a state of violent rage.  The subject gains all the benefits of a
1st-level barbarian's rage and suffers all the drawbacks of such, with the exception
of the rage's duration, as the rage lasts only as long as this spell.  Once the rage ends,
the subject suffers fatigue until the end of the encounter or, if there is no encounter
during the rage, they instead suffer fatigue for 1 minute.  Rage provides a +4 bonus
to Strength, a +4 bonus to Constitution, and a +2 morale bonus on Will saving
throws, while inducing a -2 penalty to Armor Class and preventing the subject from
taking actions that require patience, concentration, or calm, though the subject is still
mostly in control of their actions.  Fatigue incurs a -2 penalty to Strength, a -2
penalty to Dexterity, and the inability to run or charge.  Refer to the barbarian class
description for further details.



Hope Spirit
Enchantment (Mind-Affecting)

Level:
Spirit Sorcerer 3
Components:
V
Casting Time:
1 action
Range:
15 ft.
Subjects:
Caster and all allied creatures within range of the caster
Duration:
1 round/level
Saving Throw:
Will negates (harmless)
Spell Resistance:
Yes (harmless)
A spirit of hope empowers you and your allies, infusing you all with strong feelings
of hope and valor.  The caster and all allies within a 15-foot radius of him or her at
the time of casting enjoy a +1 morale bonus on attack rolls, skill checks, ability
checks, Will saving throws, and damage with weapons, natural weapons, unarmed
strikes, and grapple checks.  Affected subjects each also gain 1d4 temporary hit
points at the time of casting, which are lost before other hit points when damaged.
If any of these temporary hit points remain at the end of this spell's duration, they
disappear when the spell ends.  At the time of casting, any subjects affected by this
spell receive a new saving throw against any fear effects upon them at the time.
However, any subject who succeeds on their new save against such fear gains no
other benefits from this casting of Hope Spirit.  Any subjects may elect to forego
the new save against fear, unless panicked.


Pain Spirit
Necromancy

Level:
Spirit Sorcerer 1
Components:
V, S
Casting Time:
1 action
Range:
Close (25 ft., +5 ft./2 levels)
Target:
1 living creature
Duration:
1 round/level
Saving Throw:
Fortitude negates
Spell Resistance:
Yes
Calling forth a minor spirit of suffering, you cause sharp, lingering pain to afflict a
single living creature within range.  Each round the subject suffers 1 point of
subdual damage, takes a -1 penalty on attack rolls, takes a -1 penalty on ability
checks and skill checks, takes a -1 penalty on saving throws, cannot cast or
concentrate on spells, and cannot activate or concentrate on spell-like abilities.  The
exception is that the subject can still cast or activate spells and spell-like abilities
that have a casting or activation time of 1 free action.  Also, the subject is allowed
to attempt a Concentration check at the start of each of his or her turns, against a
DC of 30, and if successful the subject may attempt to cast spells and activate
spell-like abilities that turn but with an extra +10 to any Concentration check DCs.
The subject is allowed a new saving throw each round after the first, at the start
of the caster's turn.


Shatter Spirit
Transmutation
Level: Spirit Sorcerer 2
Components: V, S, M
Casting Time: 1 action
Range: Medium (100 ft., +10 ft./level)
Target: 1 inanimate and unintelligent object
Effect: Ray
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: Yes
You invoke a destructive spirit to fracture an object and tear it apart explosively.
The Shatter Spirit flies forth from the spirit sorcerer's gesturing hand, appearing
somewhat like an undulating dust devil or whirlwind with shards spinning about it,
and tries to strike the target object.  In order to affect an object with this spell, the
spirit sorcerer must succeed at a ranged touch attack against the object.  The AC of
an object is 10 + its size modifier; for instance, a shortsword has AC of 11, while a
greatsword has AC of 9.  However, objects that are in motion, such as those worn
or carried by a creature (so long as that creature is not immobilized), receive that
creature's Dexterity, dodge, deflection, haste, sacred, profane, luck, circumstance,
and competence bonuses to AC, if any.  Those in motion but not worn or carried by
a creature instead get +2 AC against the Shatter Spirit ranged touch attack.  Cover
bonuses to AC apply, and as normal, if the cover AC causes the attack to miss, the
cover is stricken instead, though Shatter Spirit has no effect if it strikes anything
other than an object.  If successful, this spell deals 1d4 damage per three caster
levels to the target object, to a maximum of 6d4 damage at 18th-level.  The Shatter
Spirit ignores up to 1 point of hardness per caster level, to a maximum of ignoring
10 points of hardness, and is not subject to the normal halving or quartering of
damage that an object would normally benefit from.

     Unattended, nonmagical objects are not allowed a saving throw, but magical
objects or attended objects get a Will save to negate the effect.  An attended object
uses its attendant's save bonus if better than its own (however, it does not benefit
from any other personal defensive abilities of, or effects on, the attendant, such as
Spell Resistance, except those that specifically affect objects that creature has on
their person).  Any object that is destroyed by this spell explodes, shattering into
tiny pieces and dealing 1 point of damage to creatures within 5 feet if the object
was Small or Medium-sized, or instead 2 damage if the object was Large or Huge,
or 3 damage instead if the object was Gargantuan or larger.  This is considered
splash piercing damage, and does not affect objects except those with hardness of 0.
The Shatter Spirit is insufficiently powerful to cause any greater explosive
detonation.  The material component for this spell is a Diminutive-sized shard of
steel, worth 2 copper pieces (such shards are not normally found in a spell
component pouch).


Spirit Integration
Transmutation

Level
: Spirit Sorcerer 4
Components
: V, S
Casting Time
: 1 action
Range
: Touch
Targets
: Caster and 1 creature touched (see text)
Duration
: See text
Saving Throw
: None
Spell Resistance
: No
With this spell, the spirit sorcerer temporarily fuses their body with that of a spirit
creature, using that creature's form but taking direct control over it.  The caster must
touch a spirit creature that they had summoned through a
Summon Monster spell,
and that is the creature they fuse with.  Spirit Integration lasts until the end of the

Summon Monster
spell's duration, or until Spirit Integration is dispelled, whichever
comes first.  The summoned creature cannot resist this fusion.  The resulting fused
creature is of the same type and subtypes as the summoned creature, and has all the
traits and capabilities of the summoned creature, except where noted otherwise in
this spell description.  While
Spirit Integration is active, any spell-like or
supernatural abilities the summoned creature possessed that were normally useable
at-will (but not always active) become useable only 4 times per day, excluding any
uses before the
Spirit Integration and excluding any uses after Spirit Integration
ends.

     The spirit sorcerer is in control of the fused creature, and so the fused creature
has the spirit sorcerer's Intelligence, Wisdom, and Charisma scores, but retains the
summoned creature's Strength, Dexterity, and Constitution scores.  The spirit
sorcerer retains their class levels and such, and the spirit sorcerer's total hit dice is
used as the fused creature's effective total hit dice or level.  The fused creature has
the summoned creature's hit points, but upon
Spirit Integration the fused creature
gains additional hit points to its current total equal to the spirit sorcerer's current hit
points, and likewise adds the spirit sorcerer's maximum hit point total to the fused
creature's maximum hit point total.  However, the fused creature also immediately
suffers any subdual damage that the spirit sorcerer had just before
Spirit Integration
was cast.

     While the fused creature retains the summoned creature's form, traits, and
abilities, it also gains the spirit sorcerer's spellcasting ability, familiar, supernatural
abilities, and spell-like abilities, except for any that necessarily require certain parts of
the spirit sorcerer's own body.  The fused creature does not gain any racial, natural,
or extraordinary abilities or traits of the spirit sorcerer.  The fused creature can cast
spells using the spirit sorcerer's spell slots and spells known as normal, but cannot
cast spells with somatic components unless it has humanlike hands, and cannot cast
spells with verbal components unless it has the ability to speak like a humanoid.
Thus, most animal spirit creatures are poor choices for Spirit Integration if the spirit
sorcerer intends to try spellcasting while fused.  While
Spirit Integration is active,
the fused creature does not possess any inherant capacity to see directly into the
Ghostlands, unless the spirit sorcerer somehow possessed that ability from some
magical effect, like a
Wish spell.

     The fused creature retains the feats and skills of the summoned creature, but also
gains the feats and skill ranks of the spirit sorcerer, though restricted or modified as
normal by the fused creature's ability scores and traits.  For instance, a fused
creature who does not have a high enough Strength score could not use the Power
Attack feat if the spirit sorcerer had it before, nor any feats that require Power
Attack.  Any skills or feats that depended on, or were modified by, the spirit
sorcerer's natural, extraordinary, or physical traits would no longer be modified by
such with the fused creature.  If the summoned creature and the spirit sorcerer had
ranks in any given skill, use whichever has the greater number of ranks in that skill.
If the summoned creature and the spirit sorcerer had the same feat, the fused
creature retains only the summoned creature's copy of that feat, unless the spirit
sorcerer's copy was applied to a different skill, weapon, or ability as appropriate (if
appropriate).  The exception to this is that multiple copies of Toughness feats stack
as normal, and Toughness feats modifiy the fused creature's hit points normally even
if they were gained through the spirit sorcerer.

     Any equipment on the spirit sorcerer's person is fused with the creature when

Spirit Integration
is cast, and any such equipment that was magical ceases
functioning during this spell's effect.  The exception is that any equipment the spirit
sorcerer had which the summoned creature could normally have worn (considering
the size, shape, and weight of the equipment, for instance) becomes worn on the
fused creature.  Thus, if the spirit sorcerer wishes to cast any spells, wield weapons,
or use other gear while fused, he or she must not hold or wear the equipment,
material components, or focus components at the time of casting.  At the time of

Spirit Integration
's casting, any spells or effects on the spirit sorcerer, including
damage or ability drain for instance, are not carried over to the fused creature, and
are effectively suppressed while the spirit sorcerer is fused; their durations continue
normally, they simply have no effect while the spirit sorcerer is fused.  Such effects
resume normally after the spirit sorcerer is separated, unless their durations have
expired.

     If the fused creature is slain, or if either
Spirit Integration or Summon Monster
is dispelled or suppressed, the
Summon Monster spell ends and the spirit sorcerer is
separated.  After separation the spirit sorcerer suffers none of the fused creature's
damage, afflictions, or other statuses, as the fused creature uses only the summoned
creature's body.  Even mental afflictions, statuses, and ability score damage or drain
do not carry over to the spirit sorcerer.  Any parts separated or removed from the
fused creature remain normally as part of the summoned creature, but disappear as
normal when the
Summon Monster spell ends; the spirit sorcerer is not fused with
any such separated parts.
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Disclaimer: 3E D&D, 3rd Edition Dungeons & Dragons, and probably also Summon Monster, sorcerer,
spell format, saving throw, Reflex save, Fortitude save, Will save, Spell Resistance, casting times, spell
components, skills, feats, caster level, class level, spell schools, spell subschools, spell descriptors, Wish,
ability scores, ability damage, ability drain, skill ranks, extraordinary abilities, supernatural abilities,
spell-like abilities, feat names, hit points, hit dice, subdual damage, creature types, creature subtypes,
spell ranges, spell durations, spell targets, spell levels, creature sizes, object sizes, object hardness,
damage types, force effects, Wall of Force, dispelling, attended and unattended object terms, ranged
touch attacks, AC, Armor Class, size modifiers, AC modifier types, attack rolls, ability checks, skill
checks, activation time, areas of effect, morale bonuses, grapple checks, unarmed strikes, natural
weapons, temporary hit points, fear effects, barbarian rage, fatigue, encounters, barbarian class, Disintegrate, skill names, DC, Difficulty Class, standard action, nauseated status and description, druid
class, paralyzed status, immobilized status, move action, move-equivalent action, and the Venom
Immunity class feature are property of Wizards of the Coast, Inc., a division of Hasbro Corporation.
All other content on this webpage is copyright (c) 2004-2006, property of John J. Korsog, Jr., internet
aliases Arkhandus and Mist Phantom.  This material free for personal use but not for commercial
distribution.