These are simply Rhunarian spells that replace certain spells from the 3E D&D Core Rules.  Some will be added to spell lists other than those of the replaced spells.  These replace all 3E D&D Core Rules spells that are named after characters of the Greyhawk/Oerth setting.  Any other spells named after such Greyhawk/Oerth characters will not be used in Rhunaria, nor replaced.  Other custom Rhunarian spells will be added to separate pages, but as additions rather than replacements.  Spell names in light blue on the list have a full description further down.



Name Of Removed Spell (Level) -
Name Of Replacement Spell (Level)


Tenser's Floating Disk (1st) -
Mage's Basket (2nd) *Creates a temporary basket of magical force, to follow the caster*

Nystul's Magical Aura (1st) -
Zanuvial's False Aura (2nd) *Briefly gives item, creature, or area a false aura*

Nystul's Undetectable Aura (1st) -
Zanuvial's Aura Masking (2nd) *Briefly hides an aura of one item, creature, or area*

Melf's Acid Arrow (2nd) -
Acid Snake (3rd) *Ray entwines about victim, causes lingering acid damage and pain*

Tasha's Hideous Laughter (2nd) -
Reinforce Mind (2nd) *One target touched receives a temporary bonus on Will saves*

Leomund's Trap (2nd) -
Phantom Trap (3rd) *Creates an illusory trap, causes minor mental trauma if sprung*

Leomund's Tiny Hut (3rd) -
Elemental Barge (3rd/4th) *Floating platform gives safe transport, regardless of environment*

Evard's Black Tentacles (4th) -
Chains of Mist (5th) *Ephemeral chains spring from caster's hand, clutching at foes*

Leomund's Secure Shelter (4th) -
Baashir's Hidden Sanctuary (5th) *Temporary lodgings blend in with the surroundings*

Otiluke's Resilient Sphere (4th) -
Eldritch Arrows (5th) *Force rays pierce up to 1 target/level, for 1d4 damage/3 levels*

Rary's Mnemonic Enhancer (4th) -

(No replacement spell determined as yet)

Leomund's Secret Chest (5th) -
Baashir's Astral Pocket (4th/5th) *Temporary, long-lasting, extradimensional storage space*

Mordenkainen's Faithful Hound (5th) -
Aerial Guardian (4th) *Special air mephit is summoned to patrol the area*

Rary's Telepathic Bond (5th) -
Zutmoy's Communion (4th) *Caster forms a brief mental bond with allies*

Bigby's Interposing Hand (5th) -
Grasping Claw Of Despair (2nd) *Black claw grabs enemy, slowly crushes body and will*

Bigby's Forceful Hand (6th) -
Varash's Iron Hand (6th) *Creates a giant, flying hand to serve the caster briefly*

Otiluke's Freezing Sphere (6th) -
Frozen Shell (5th) *One target is encased in a thick chunk of ice*

Mordenkainen's Lucubration (6th) -

(No replacement spell determined as yet)

Tenser's Transformation (6th) -
Arcane Battle Frenzy (5th) *Caster or willing ally enters an extreme battle frenzy*

Drawmij's Instant Summons (7th) -

(No replacement spell determined as yet)

Mordenkainen's Magnificent Mansion (7th) -
Vindaar's Astral Vessel (8th) *Palace-ship created for secure travel on Astral Plane*

Bigby's Grasping Hand (7th) -

(No replacement spell determined as yet)

Mordenkainen's Sword (7th) -

(No replacement spell determined as yet)

Otto's Irresistable Dance (8th) -

(No replacement spell determined as yet)

Bigby's Clenched Fist (8th) -
Greater Frozen Shell (8th) *Everything in target area is encased in magical ice*

Otiluke's Telekinetic Sphere (8th) -

(No replacement spell determined as yet)

Mordenkainen's Disjunction (9th) -

(No replacement spell determined as yet)

Bigby's Crushing Hand (9th) -

(No replacement spell determined as yet)





2nd Spell Level
Enchantment
Reinforce Mind *One target touched receives a temporary bonus on Will saves*


3rd Spell Level
Evocation
Elemental Barge *Floating platform gives safe transport, regardless of environment*


5th Spell Level
Conjuration
Baashir's Hidden Sanctuary *Temporary lodgings blend in with the surroundings*

Transmutation
Baashir's Astral Pocket *Temporary, long-lasting, extradimensional storage space*





2nd Spell Level
Enchantment
Reinforce Mind *One target touched receives a temporary bonus on Will saves*

Evocation
Mage's Basket *Creates a temporary basket of magical force, to follow the caster*

Illusion
Zanuvial's Aura Masking *Briefly hides an aura of one item, creature, or area*
Zanuvial's False Aura *Briefly gives item, creature, or area a false aura*

Necromancy
Grasping Claw Of Despair *Black claw grabs enemy, slowly crushes body and will*

3rd Spell Level
Conjuration
Acid Snake *Ray entwines about victim, causes lingering acid damage and pain*

Illusion
Phantom Trap *Creates an illusory trap, causes minor mental trauma if sprung*


4th Spell Level
Conjuration
Aerial Guardian *Special air mephit is summoned to patrol the area*

Enchantment
Zutmoy's Communion *Caster forms a brief mental bond with allies*

Evocation
Elemental Barge *Floating platform gives safe transport, regardless of environment*

Transmutation
Baashir's Astral Pocket *Temporary, long-lasting, extradimensional storage space*


5th Spell Level
Conjuration
Baashir's Hidden Sanctuary *Temporary lodgings blend in with the surroundings*
Chains of Mist *Ephemeral chains spring from caster's hand, clutching at foes*

Enchantment
Arcane Battle Frenzy *Caster or willing ally enters an extreme battle frenzy*

Evocation
Eldritch Arrows *Force rays pierce up to 1 target/level, for 1d4 damage/3 levels*
Frozen Shell *One target is encased in a thick chunk of ice*


8th Spell Level
Conjuration
Varash's Iron Hand *Creates a giant, flying hand to serve the caster briefly*
Vindaar's Astral Vessel *Palace-ship created for secure travel on Astral Plane*

Evocation
Greater Frozen Shell (8th) *Everything in target area is encased in magical ice*





Acid Snake
Conjuration (Creation) (Acid)
Level: Sorcerer/Wizard 3
Components: V
Casting Time: 1 action
Range: Close (25 ft., +5 ft./2 levels)
Target: 1 living creature
Effect: Ray
Duration: 1 round + 1 round/2 caster levels
Saving Throw: None
Spell Resistance: Yes
           With the
Acid Snake spell, the mage invokes a squirming, undulating coil of acidic slime to burst forth from his or her mouth, and snake its way towards a nearby victim, wrapping itself about them and sticking to flesh, armor, and clothing alike.  This spell requires a ranged touch attack in order to hit, and on a failed attack roll the spell has no effect.  If the Acid Snake hits, it coalesces into sticky, gelatinous acid that slowly melts away, seeping around clothing, armor, and other gear to reach the victim's flesh.  This magical acid does not affect nonliving matter, even formerly-living matter, such as undead or cloth fibers.  When the Acid Snake hits, it deals 1d10+1 acid damage to the subject if they are a living creature.

            An
Acid Snake that hits then lingers afterward for 1 round per 2 caster levels, to a maximum of lingering 10 rounds for casters of 20th-level and higher.  Each round that it lingers beyond the initial hit, the Acid Snake causes a further 2d10+2 acid damage to the victim.  Also, on the round of the initial hit and on each round of lingering damage, the victim suffers a -2 circumstance penalty to Armor Class, skill checks, ability checks, and attack rolls, because of the painful distraction of the Acid Snake seeping onto their flesh.  This does not prevent spellcasting or other abilities, but does require a Concentration check to cast any spell while so afflicted, as per lingering damage noted in the Concentration skill (DC 10 + spell level + half the damage last dealt by Acid Snake, rounded up).  After the spell duration ends, this acid loses its potency and dissipates, into a tiny and harmless puff of smoke.

            Beyond the initial damage, the extra damage (and lingering penalties) each round can be prevented by someone scraping off some of the gelatinous
Acid Snake, which takes a standard action and provokes attacks of opportunity.  Scraping off parts of the Acid Snake requires some sort of tool or cloth, such as gloves.  Using bare flesh, if the scraper is a living creature, causes that round's acid damage and circumstance penalty (along with the difficulty of spellcasting) to the scraper instead of the Acid Snake's normal victim.  In that case, if the scraper has Spell Resistance and the Acid Snake's caster does not overcome that Spell Resistance, then Acid Snake does not end but it also does not affect the scraper while they remove the lingering acid.  SR is only checked when a particular character first comes into contact with that particular casting of Acid Snake.  The DC of Concentration checks as noted above becomes based on the current round's damage to the scraper, for the first round that they start scraping it off; after that, it's based on the last time it dealt damage to that scraper.

            The acid can be neutralized by thorough dousing in any liquid, but usually it requires full immersion in liquid to prevent the acid from harming the character.  Even immersion in liquid does not immediately prevent damage, but it does begin preventing further acid damage starting 1 round after the immersion.  Exiting liquid before the spell's duration is finished results in the damage continuing this round, and then requiring another 1 round of immersion before it starts preventing further acid damage. 
Acid Snake cannot be cast while submerged in liquid, nor can it be cast at a target who is submerged in liquid.



Aerial Guardian
Conjuration (Summoning) (Air)
Level: Sorcerer/Wizard 4
Components: V, S, M
Casting Time: 1 minute
Range: Medium (100 ft. + 10 ft./level)
Area: Spherical area 100 feet in diameter (see text)
Duration: 1 hour/caster level (D)
Saving Throw: None
Spell Resistance: No
           This spell summons an air mephit, an impish planar creature linked to the element of air, who guards the area for an extended period.  This spell affects an area 100 feet in diameter, and the summoned air mephit will stay within that area; the spell ends if the mephit leaves the area of effect.  The caster designates any number of creatures within the area of effect at the time of casting, and those creatures will be ignored by the mephit.  The caster can designate himself or herself, but is not required to.  Regardless, the mephit will follow any commands of the caster (including any commands by the caster to follow the orders of certain other creatures).  However, the air mephit only understands the Auran and Spirit Tongue languages.

            Unless given new commands that take precedence, the air mephit will patrol the area dutifully for the duration of the spell, but it does not enter any parts of the area that are inaccessible by flight or walking.  The air mephit will not enter bodies of liquid if it can help it, and will avoid getting too close to any parts of the area dangerous to it.  If ordered to enter liquids, it will try, but the air mephit will not be very effective in the water, and will not allow itself to drown if it can be avoided (as a summoned creature it cannot actually die, but rather is unsummoned once it would die).  It will screech out warnings whenever a non-designated creature enters the area of effect, but the caster may command it to instead try alerting one or more of the designated creatures quietly.  If capable in those circumstances, the air mephit will fly over to the nearest designated creature and try warning them with quiet words, and by shaking or slapping them if they're asleep or otherwise unaware.  It will also try to alert and/or awaken the caster if possible.

            However, if the air mephit cannot awaken or alert designated creatures within two rounds, or before undesignated creatures come within 10 feet of designated creatures, the air mephit will just screech and go on the attack.  The air mephit will attack any undesignated creatures that enter the area of effect, but will try to alert designated creatures first.  As an intelligent creature, it can make a judgment call if the circumstances are odd or complicated.  The air mephit will attempt to drive off undesignated creatures through noise, words, or attacks, depending on whether or not an undesignated creature seems dangerous, easily frightened, or harmless.

            It will generally try telling undesignated creatures to go away, but any creatures of low or no intelligence will be scared off with screeching, hissing, and displays of the mephit's power, such as using its breath weapon.  Or at least, the air mephit will try to scare off creatures that seem unintelligent or only slightly intelligent.  If it doesn't think that'll work, or if it doesn't seem to be working quickly enough, the mephit will just attack.  It will generally try to fight off intruders without endangering itself or the designated creatures too much, but it knows that its summoned status means it can't really die while summoned, so it will throw itself at a foe if needed.  The air mephit fights as intelligently as it can, and makes the best use of its abilities that it can come up with.

            The summoned air mephit is not a typical specimen of its type, but rather a special variety of air mephit.  They have the standard number of hit dice for an air mephit but get the maximum hit points for those hit dice.  The air mephit summoned by this spell cannot use its own summoning ability for the duration of this spell.  The mephit can see ethereal creatures and invisible creatures, and its natural weapons can strike ethereal creatures without the usual 50% chance of failing to harm the creature; these are extraordinary qualities for the mephit.  The air mephit has otherwise typical stats for its kind.

           
Material Component: Aerial Guardian requires, as a material component, a special origami replica of a mephit, worth 5 gold pieces.  This paper replica must be roughly the size of a human's fist, and inscribed on each wing with the Auran runes for 'great air mephit', written in gold leaf.  This replica must be tossed into the air during casting, and is consumed by the spell's energy.



Arcane Battle Frenzy
Enchantment (Compulsion)
Level: Sorcerer/Wizard 5
Components: S, M
Casting Time: 1 full round
Range: Touch
Target: 1 living creature
Duration: 1 round/2 caster levels
Saving Throw: None (harmless)
Spell Resistance: No (harmless)
           This spell is one of the first upper-level arcane spells unraveled by early Rhunarian wizards and sorcerers, and it provides the caster or one touched, willing ally with significant combat prowess.  The subject is driven into an extreme battle frenzy, overriding any other frenzy, fury, rage, furor, or similar effect active on the subject during the
Arcane Battle Frenzy (it does not end such effects, but merely overrides their benefits with this spell's effect for the duration of the spell).  Once the Arcane Battle Frenzy spell ends, the subject is exhausted for 1 minute and fatigued for 10 minutes following that.  An exhausted character suffers -6 to Strength and Dexterity, moves at half speed, and cannot run or charge.  A fatigued character suffers -2 to Strength and Dexterity, and cannot run or charge.

            For the duration, the affected subject cannot cast or activate spells, spell-like abilities, or supernatural abilities, or any other abilities that require concentration, patience, calm, or positive emotions.  They also cannot use any skills, feats, or other abilities that require such a state of mind, nor which require a certain Intelligence, Wisdom, or Charisma score, including any feats or abilities that have such skills, feats, abilities, or ability scores as prerequisites; for instance, the Expertise feat cannot be used by the subject during an
Arcane Battle Frenzy.  They cannot activate items that require a command word, spell completion, or any sort of concentration or focus in the activation.  Some skills that cannot be used during an Arcane Battle Frenzy include Alchemy, Appraise, Balance, Bluff, Concentration, Craft, Diplomacy, Disable Device, Disguise, Forgery, Gather Information, Heal, Hide, Innuendo, Knowledge, Move Silently, Perform, Pick Pocket, Profession, Search, Sense Motive, Wilderness Lore, Use Magic Device, and Use Rope.

           
Arcane Battle Frenzy stimulates the subject's adrenaline and provides a natural +5 Strength, Dexterity, and Constitution, similar to a barbarian's rage, and the extra hit points from the Constitution increase are subtracted from the subject's total when the spell effect ends, just like with a barbarian's rage.  This spell also grants the subject a +5 morale bonus on Will saving throws, immunity to fear, immunity to nausea, and immunity to stunning.  In addition, the subject cannot fall unconscious during an Arcane Battle Frenzy, and the subject is not reduced to one partial action per round when disabled, staggered, or dying.  Unless some other effect dictates otherwise, the subject cannot stabilize while at negative hit points during an Arcane Battle Frenzy, and each turn that they take action while at negative hit points causes them 1 damage as though disabled, in addition to taking 1 damage for not stabilizing.  During an Arcane Battle Frenzy, the subject ignores half the total nonproficiency penalty, rounded up, for all weapons, improvised weapons, unarmed strikes, armors, and shields.  This is factored in before any other reductions in nonproficiency penalties.  Lastly, if the subject is a spellcaster with at least three 3rd-level or higher spell slots uncast, Arcane Battle Frenzy imbues them with an arcane second skin of furious energy, providing a +5 deflection bonus to Armor Class and 2 temporary hit points per caster level.  Temporary hit points are lost before regular hit points, but lost temporary hit points cannot be healed.

           
Material Component: The material component required for this spell is a perfectly alchemically-preserved heart from a large, rare, and ferocious mortal beast, such as a wyvern, legendary tiger, manticore, yrthak, hydra, roc, or destrachan.  Preserving the heart of such a beast in that manner takes a week-long process involving a fresh heart and many alchemical supplies, as well as a full alchemist's lab.  The alchemical supplies are worth 300 gold pieces, and each day of the process requires a successful Alchemy check against DC 35, with any failed check ruining the preservation of that heart.  Purchasing such a preserved heart from an alchemist generally costs 300 gold pieces plus an additional 1d6x100 gold pieces, depending on which sort of beast it is from.  Upon the casting of this spell, the subject to be affected must take a bite out of the preserved heart and swallow that piece, at which point the rest of the preserved heart is consumed by the spell's energy.



Eldritch Arrows
Evocation (Force)
Level: Sorcerer/Wizard 5
Components: V, S
Casting Time: 1 action
Range: Long (400 ft., +40 ft./level)
Targets: 1 creature or object/caster level (see text)
Effect: Multiple rays
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
           This spell generates a barrage of magic arrows, each composed of shimmering violet force, which launch themselves at a number of targets within range.  The caster designates any mix of target creatures and objects within sight, totalling up to one per caster level.  Any given target can be designated more than once, but no more than three times with any particular casting of this spell.  Each target designated is attacked by one arrow of magical force.  As a ray spell, this requires a ranged touch attack roll for each arrow, individually, each using the caster's highest Base Attack Bonus.  Ranged touch attack rolls ignore armor and natural armor bonuses to the target's AC.  Each arrow that hits will deal 1d4 piercing damage per 3 caster levels, to a maximum of 5d4 damage per arrow for casters of 15th-level and higher.  For example, a 10th-level sorcerer might target one orc with three arrows, a second orc with three other arrows, a third orc with three other arrows, and a fourth orc with one arrow, such that, if all the arrows were to hit, he or she would deal 9d4 damage to each of the first three orcs and just 3d4 damage to the fourth orc.  Any special defense that would apply specifically against the
Magic Missile spell also applies against Eldritch Arrows, but in such cases, each force arrow from this spell effectively counts as a separate Magic Missile.  However, Eldritch Arrows cannot be counterspelled as though it were Magic Missile, although Eldritch Arrows can itself be used to counterspell Magic Missile.

            The
Eldritch Arrows possess the following special properties.  As magical energy, they ignore damage reduction of the DR X/+X, DR X/material, or DR X/piercing, DR X/bludgeoning, DR X/slashing, or similar types, but they do not ignore damage reduction of the DR X/- type (unless that DR X/- does not apply against magic or piercing), and the force arrows do not ignore any DR that specifically applies against piercing or magic (as opposed to DR that functions against any physical damage or any weapon damage, for instance).  Each arrow deals its damage separately, functioning like a separate attack, and each arrow ignores 5 points of hardness from any object they strike.  Like any piercing weapon, they deal reduced damage against objects.  Living creatures stricken by Eldritch Arrows suffer bleeding wounds if the damage isn't prevented; each force arrow that successfully damages a living creature causes them to lose 1 hit point per round after the hit, until either 3 rounds have passed, the damage initially dealt by the arrow is healed, or a successful Heal check against DC 15 is made to treat that particular arrow's wound (generally taking a standard action).  Lastly, Eldritch Arrows can strike incorporeal or ethereal targets as easily as it can strike physical targets, without the miss chance associated with such creatures, and an Eldritch Arrows spell cast from the Ethereal Plane can strike physical objects and creatures just as easily.  However, the caster still needs to see each target in order to strike them with this spell, and this spell does not grant such sight.



Frozen Shell
Evocation (Cold)
Level: Sorcerer/Wizard 5
Components: V
Casting Time: 1 action
Range: Long (400 ft., +40 ft./level)
Target: 1 creature or unattended object
Duration: 1 round/caster level
Saving Throw: Reflex partial, Fortitude half (see text)
Spell Resistance: Yes
           This spell causes ice particles to crystalize around one creature or object, rapidly solidifying into a single irregular chunk that encapsulates the target.  The target can be no larger than Huge in creature sizes (if targeting an object, it cannot exceed the size of a Huge creature), until the caster is 12th-level or higher, at which point the
Frozen Shell can target something of up to Gargantuan size, while a caster of 16th-level or higher can target something of up to Colossal size.  The target of this Frozen Shell is allowed a Reflex save to avoid being encapsulated, but even on a successful Reflex save they still suffer half the initial cold damage of the spell (see below).  On a successful save however, the Frozen Shell melts and evaporates immediately after forming, creating a thick, heavy mist in the target's space that disappears after 1 round (or immediately if exposed to strong winds).  The mist is very difficult to see through and infers half concealment (20% miss chance) for anyone attacking into, through, or from the patch of mist.

            A creature or object encapsulated by
Frozen Shell cannot move, not even to talk, gesture, or blink, and is only barely capable of breathing slowly within the confines of the Frozen Shell.  Only a few small, thin, convoluted holes exist within the Frozen Shell, allowing a small amount of air to reach the victim trapped within, but insufficient to allow any movement or straight line to see through.  The ice is very dense, trapping dust particles and the like from the air when it forms, so it is nearly impossible to see anything through it besides vague forms (providing full concealment, a 50% miss chance).  The Frozen Shell also provides full cover to the creature within.  Any creature trapped within the Frozen Shell will suffer 1 point of cold subdual damage per caster level, each round they are trapped inside it, starting with when the Frozen Shell crystallizes around them.  If their initial Reflex save was successful, they still suffer half of the first round's cold subdual damage.  Creatures trapped within the Frozen Shell receive a Fortitude save on each round following the first, and on a successful Fortitude save they suffer only half that round's cold subdual damage.

            A creature trapped within
Frozen Shell can still try taking actions that don't require movement, speaking, or line of sight to their targets (except the Frozen Shell, since the Shell provides full cover between its victim and everything outside of it), so for instance a creature may attempt to cast a Stilled, Silent spell.  However, the cold subdual damage dealt each round will require a Concentration check for spellcasting or the activation of similar abilities, such as spell-like abilities.  These Concentration checks have a DC of 10 + the Frozen Shell's spell level + half the damage last dealt by the Frozen Shell, rounded up.  However, the Frozen Shell's chilly nature incurs more hindrance than normal for these circumstances, increasing the Concentration DC by 5 points for any creature that suffers cold subdual damage from the Frozen Shell (creatures who avoid or resist the damage completely, such as creatures with the Cold subtype, will not be distracted by the cold ice in contact with their flesh, even that of their eyelids, lips, nose, ears, neck, and such).

            On each of the target's turns, if the target is a creature (but not merely an intelligent magic item), they may attempt a Strength check as a full-round action to try cracking the
Frozen Shell.  The DC for these Strength checks is equal to the spell's save DC.  Each successful Strength check deals damage to the Frozen Shell equal to the creature's positive Strength modifier, to a minimum of 1 damage on a successful Strength check.  The Frozen Shell has 1d4 hit points per caster level, and an additional number of hit points based on the size of the target (by creature sizes, even if the target was an object).  The additional hit points are equal to 2 if the target was Fine-sized, 4 if the target was Diminutive, 8 if the target was Tiny, 12 if the target was Small, 20 if the target was Medium, 28 if the target was Large, 44 if the target was Huge, 60 if the target was Gargantuan, or 92 if the target was Colossal.  To outside attacks, the Frozen Shell has hardness of 10, and is treated like a magical object for purposes of how it can be attacked (its caster level for purposes of determining save bonuses is equal to the spell's caster level).  Instead of the usual damage resistances and vulnerabilities of objects, the Frozen Shell is immune to cold and electricity damage, takes half damage from piercing and slashing, takes full damage from acid and fire, takes double damage from sonic effects, and takes full damage from bludgeoning and other effects (so long as they are able to damage nonliving, inanimate magic items).  The Frozen Shell's hardness still applies normally against all of these.  If the Frozen Shell is reduced to 0 hit points it is sufficiently damaged to fall apart, disappearing harmlessly as it crumbles.



Grasping Claw Of Despair
Necromancy
Level: Sorcerer/Wizard 2
Components: V, S, M
Casting Time: 1 action
Range: Medium (100 ft., +10 ft./level)
Target: 1 creature
Effect: Large claw that holds foe
Duration: 1 round/caster level
Saving Throw: Reflex negates, Will partial (see text)
Spell Resistance: Yes
           This spell creates a large, solid claw of necromantic energies and grave dust, which attempts to grab one target foe as soon as it appears.  If the target succeeds at a Reflex save, the
Grasping Claw Of Despair fails to grab them quickly enough, and dissipates harmlessly.  However, on a failed save the victim is grabbed by the Grasping Claw and held fast for the duration of the spell.  A victim held by the Grasping Claw receives one-half cover from the Claw's skeletal grip.  Each round that the Grasping Claw Of Despair holds a victim, starting on the turn it is cast, the Claw squeezes them and causes 1d4 subdual bludgeoning damage.  Each time, the victim may attempt a Strength check against DC 20 to avoid the subdual damage for that round, but the Claw continues trying to squeeze them each round.  The victim is not considered grappled by the Claw, despite its hold, as its grip is rather limited and does not shift to interfere with any particular actions.

            Regardless of these Strength checks, the
Grasping Claw Of Despair holds its victim for the duration of the spell, reducing their movement speeds to one-quarter normal (but only those speeds dependent on moving limbs, not magical flight for instance).  It also reduces their effective Dexterity modifier to Armor Class by 4 (but cannot reduce their total effective Dexterity modifier to AC below -5), increases the victim's total arcane spell failure chances by 20%, and reduces the total range increment of bows, slings, and throwing weapons to one-half normal, rounded up.

            Lastly, each round that the
Claw holds its victim, starting on the turn it is cast, the victim must attempt a Will save or else suffer a -1 morale penalty on attack rolls, Will saves, skill checks, and Wisdom checks.  This morale penalty is cumulative with itself, and lasts until the spell ends; so for instance, if the victim fails three of these Will saves, they would suffer a -3 morale penalty.  The touch of the Grasping Claw causes its victim to feel ever-worsening despair, hopelessness, sorrow, and doubt.

           
Material Component: Grasping Claw Of Despair requires a fistful of grave dust taken from the grave of an evil priest, as a material component.  The grave dust must be thrown towards the intended victim of the spell, and upon a successful casting it flies over to the victim and forms part of the Claw, disintegrating once the spell ends.  While the grave dust has no value itself, it is somewhat hard to come by, so it is not automatically found in spell component pouches.  The caster must gather it himself or herself, or acquire it from someone else.  Generally, a Knowledge (History), Knowledge (Local), or Bardic Knowledge check against DC 20 will reveal the location of some evil priest's gravesite in the region, but the caster could simply search around or inquire about such gravesites, though locals might find such questions unusual and perhaps better left unanswered.



Greater Frozen Shell
Evocation (Cold)
Level: Sorcerer/Wizard 8
Components: V
Casting Time: 1 action
Range: Long (400 ft., +40 ft./level)
Area: Contiguous area of one 5-foot cube/caster level, fused into a single ice mass
Duration: 1 round/caster level (D)
Saving Throw: Reflex partial, Fortitude half (see text)
Spell Resistance: Yes
           This is a more potent and advanced version of the spell
Frozen Shell.  This spell functions exactly like Frozen Shell, except as follows.  First of all, instead of targeting a creature or object, Greater Frozen Shell creates a large mass of ice that can capture all creatures and objects within its area, covering a total volume of 5 cubic feet per caster level, and each 5-foot cube of ice must be in contact with at least one other.  The spell cannot be cast in an area that does not have enough space for the full volume of the ice mass, and the spell cannot cover areas outside the caster's sight.  So for instance, in a corridor or house, the spell could not be cast if it would extend into areas that the caster cannot see.

            Secondly, the cold damage dealt each round by
Greater Frozen Shell is normal rather than subdual, and it is 2 points per caster level instead of 1 per caster level; the Fortitude save described in Frozen Shell still applies.  Thirdly, the Greater Frozen Shell cannot be broken through mere acts of strength, and it automatically repairs itself of up to 5 damage per round.  Fourthly, the ice mass has twice as many hit points as that of a typical Frozen Shell.  Lastly, the Greater Frozen Shell is not limited by the size of creatures or objects within it, can even just partially trap them depending on what shape the caster determines for the ice mass at casting time, and any successful Reflex save or failed caster level check for Spell Resistance against the spell does not end the spell's effect, but instead just reduces the first round's damage to that subject and moves them out of the spell's area of effect in the most direct way possible (potentially even leaving them on top of the ice mass, if that is the shortest way out).  Similar to the Frozen Shell spell, any subject who is of the Cold subtype or who suffers no damage from this spell on a given round (such as due to resistances or the like) will not suffer any of the associated circumstance penalties from this spell (such as those described below).

            If the
Greater Frozen Shell only partially encases a subject, then that subject suffers a lesser effect than normal.  If they would be mostly-encased (before determining their save or Spell Resistance results), then they suffer only three-quarters the normal amount of damage, rounded down (and reducing that lesser amount by half if they succeed at a save against this spell).  A mostly-encased subject may use any body parts as normal if they are outside the ice mass, so for instance, a subject whose head is exposed could see, talk, hear, and smell normally.  However, the chilling cold around most of their body incurs a -5 circumstance penalty on their attack rolls, ability checks, and skill checks.  They fail any Reflex saving throws while encased (this does not affect their initial save against the spell), and they are denied any Dexterity bonus to AC as they are effectively immobilized (their movement capacities are too limited to have any real effect in avoiding attack).

            A subject who would be only about 40-65% encased by the ice mass (before determining save or SR results) suffers only half damage, rounded down (which is then further reduced by half that amount if they succeed on a save against this spell).  They are not exactly denied their Dexterity bonus to AC, but instead their effective Dexterity modifier to AC is reduced to a total of -2 (unless it is already worse).  Their Reflex saves suffer a -5 penalty, and they suffer a -2 circumstance penalty on all attack rolls, ability checks, and skill checks.  A subject who would be slightly encased by the ice mass (before determining save or SR results) suffers only one-quarter the normal damage, rounded down (which is then further reduced by half that amount if they succeed on a save against this spell).  Such a subject cannot escape the Shell but has enough mobility to retain their Dexterity bonus to AC, although they suffer a -2 penalty to AC and Reflex saves.  They also suffer a -1 circumstance penalty on attack rolls, ability checks, and skill checks.




Reinforce Mind
Enchantment (Mind-Affecting)
Level: Bard 2, Sorcerer/Wizard 2
Components: V*, S
Casting Time: 1 action
Range: Touch
Target: 1 willing creature touched
Effect: Mental defenses guard the subject
Duration: 1 hour/caster level
Saving Throw: None (harmless)
Spell Resistance: Yes (harmless)
           The spell called
Reinforce Mind helps to shield the caster's mind, or that of a willing ally, bolstering their willpower against mental attacks, influences, and control.  The subject enjoys a +2 enhancement bonus on Will saving throws, increased by +1 per two caster levels, to a maximum bonus of +10 for casters of 16th-level and higher.  However, the enhancement bonus from this spell only applies towards Will saves against mind-affecting effects, emotion effects (such as fear effects), charms, compulsions, and enchantments.  Additionally, immediately after this spell is successfully cast on the subject, that subject gets a new saving throw against any of the aforementioned effects that may already be affecting them (any of which had allowed a saving throw before, but not those that did not already allow a save previously).  This spell's verbal component is only for casting by bards; other casters do not need the verbal component, but the somatic component is required for all casters.



Zutmoy's Communion
Enchantment (Language-Dependant) (Mind-Affecting)
Level: Sorcerer/Wizard 4
Components: V, S, M, F
Casting Time: 10 minutes
Range: Medium (100 ft., +10 ft./level)
Targets: Caster plus up to 1 creature/4 caster levels
Duration: 1 hour/caster level (D)
Saving Throw: Will (harmless)
Spell Resistance: Yes (harmless)
           Devised a short while before the Great Rebellion, during the Elvish Dominion's expansion towards gnomish territory, this spell was the creation of a gnome wizard named Zutmoy, well-known as a sneaky and enterprising adventurer.  Zutmoy made this spell for more effective communication between himself and his comrades while raiding elven settlements and plumbing the depths of old catacombs.  The spell
Zutmoy's Communion provides a minor mental link between the caster and one or more target creatures, all of whom must be within range and the caster's line of sight at the time of casting.  The number of creatures that can be affected, besides the caster, is 1 per 4 caster levels, and the mental link functions across any distance, but not across planar boundaries, nor through portals or the like.

            Creatures linked by
Zutmoy's Communion can speak mentally to one another, either to the group as a whole or to select individuals within the linked group.  All creatures linked by Zutmoy's Communion also sense whether or not each other linked creature is in decent condition (2 or more hit points), seriously wounded condition (0 or 1 hit points), or dying (negative hit points).  They can sense when someone is disconnected from the link, but do not sense what the cause was.

            However,
Zutmoy's Communion has certain limitations.  Each creature to be linked must understand at least one language that the caster understands, and each creature to be linked must have an Intelligence score of at least 3.  Additionally, Zutmoy's Communion does not offer pure telepathic communication, so it is literally just like speaking to one another from nearby (except for the lack of any need for voices); the linked creatures must communicate with the languages they know, and this spell does not provide any understanding in and of itself.  If Zutmoy's Communion is dispelled on any given creature, it is dispelled for all creatures in that group link.  Any creature that dies is separated from the link, even if they are returned to life before the duration of Zutmoy's Communion expires; this does not count as dispelling it.

            Unfortunately, due to a flaw in this spell's design (as a result of Zutmoy trying to force a powerful mental bond into a moderately-low order of spell), the creatures also share a limited psychosomatic link, which causes them to suffer a bit of each others' pain.  Thus, whenever a creature linked by this spell suffers damage from any given attack, all other creatures linked by the same casting of this spell take 1 point of subdual damage per 10 points of hit point or subdual damage dealt to the first creature (the one that took damage from the actual attack; damage conferred by this spell treats
Zutmoy's Communion as the source), rounded down (9 damage or less would not confer any psychosomatic trauma to the other linked creatures).

           
Material Components: Each casting of Zutmoy's Communion requires a tiny silver replica of a horn, of the musical instrument sort, which is worth 1 gold piece and expended as a material component whenever the spell is cast.  As additional material components, each casting requires expending one amethyst per creature to be affected, including the caster.  Each amethyst must be worth at least 15 gold pieces.  All material components for Zutmoy's Communion must be held at the time of casting, and are consumed by the spell's energies.

           
Arcane Focus: The arcane focus component for this spell is a tiny loop of eight gold chainlinks, worth 10 gold pieces, and the caster must hold this loop while casting the spell.





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Rhunarian Spell Replacements
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LIST OF SPELL REPLACEMENTS
RHUNARIAN CUSTOM BARD SPELLS
RHUNARIAN CUSTOM SORCERER/WIZARD SPELLS
RHUNARIAN CUSTOM SPELL DESCRIPTIONS