Spells, spells and more spells! This includes 3E conversions of my older material, as well as an ever growing supply of new spells to make your favorite reality-bending buddy that much cooler!

Create Guide

Conjuration (Creation)
Level:
Brd 5, Clr 3, Sor/Wiz 4
Components:
V, S, M
Casting Time:
1 full round
Range:
Close
Effect:
One construct
Duration:
1 week/level
Saving Throw:
None
Spell Resistance:
No

This spell incarnates the caster's knowledge of geography into a construct which can be assigned to guide any group of people to any location the caster knows! The guide has a knowledge of geography and travel equal to the caster's, and for each level of the caster, the guide knows one particular location to which it will try to lead the group it is assigned to. When the guide is created, the caster may assign it an order in which to visit these locations, or allow it to seek out the most convenient until all have been visited.

Except for its geographical knowledge, the guide has an Intelligence of 3 and no real language skills; for each level of the caster, the guide knows one phrase not exceeding ten words and when to use it; for example, "We should go this way." In addition to this, the guide can name the region or location the group is in or point to any place named to it if the caster knew at the time of its creation.

The precise form of the guide is determined by the caster. The guide has no usable fighting skills and avoids personal combat whenever possible; moreover, it has 40 hp, a natural +20 dodge bonus to Armor Class, damage reduction 40/+3, and the improved evasion ability and never takes more than 20 points of damage from any single attack. It also has all standard immunities and characterisitcs of a construct. If injured, the guide will whimper until combat has been over for 1d4+2 minutes, at which time it will recover all lost hit-points.

Create guide can be prepared and cast as a higher-level spell to increase the guide's powers. By raising its effective level by one, the guide gains the ability to cast create food and water once per day as a spell-like ability. If the spell's effective level is raised by two, the guide can cast minor creation as a spell-like ability at will to provide the group with rope, bandages, etc.; the guide cannot create more than 2 cubic feet of material per two hours. The spell's effective level can be raised by four to enable the guide to cast Leomund's Secure Shelter with a duration of nine hours, once per day. Other spells may be cast in conjunction with the spectral hand spell in order to 'store' them in the guide, along with a limited judgment of when to use them. The guide will not cast stored spells if its creator is present, but will still create rations, items and shelter. The guide's caster level is equal to its caster's.

This spell has been repeatedly modified and enhanced over the centuries since its invention, but it is worth noting that the original form of this spell created a round fuzzy creature resembling an easily distracted white rabbit with a highly limited vocabulary. (All it ever said was 'Pu pu puuu!')

DM Notes on create guide

Diamond Blizzard

Evocation [Cold]
Level:
Drd 8, Shiva 8, Sor/Wiz 8
Components:
V, S, F/DF
Casting Time:
1 round
Range:
Long
Area:
40' emanation
Duration:
Concentration (see text)
Saving Throw:
Fortitude half, Reflex partial (see text)
Spell Resistance:
No

This spell invokes an area of frigid air and bitter snow. The spell lasts for as long as the caster concentrates, to a maximum of eight rounds. As the spell progresses, the effect changes as described following.
Round Effect
1 All in the area take 2d4 cold damage (Fortitude save for half damage).
2 Sleet and snow make vision impossible, and any creature attempting to move must succeed at a Reflex save or fall down instead.
3 The air becomes colder, and ice begins to fly with the snow. All within the area take 2d4 slashing damage and 1d6 cold.
4 Everything in the area freezes solid suddenly, coating the entire area with thick ice. Creatures in the area must succed at a Reflex save or be trapped under the ice. Trapped creatures cannot move or act but gain damage reduction 20. Breaking free requires a Strength check (DC 25 + the caster's level) and deals 2d4 slashing damage to the creature breaking free.
5-8 Each round, all creatures free in the area take 1d4 cold damage and must succeed at a Reflex save or suffer 1d6 slashing damage. All creatures frozen in the ice take 3d4 cold damage each round.
If the spell lasts at least four rounds, the ice explodes violently when the spell ends. All creatures in the area, whether free or trapped, suffer 3d4 points of slashing damage. A successful Reflex save reduces this damage by half.
The arcane focus for this spell is an opal worth at least 200 gp.

Gravity Flare

Evocation
Level:
Sor/Wiz 6, Tim 6
Components:
V, S, M

As gravity pulse, but the damage dealt is 5% per caster level of the target's current hit points.

Arcane focus: a fist-sized hollow iron sphere.

Gravity Pulse

Evocation
Level:
Sor/Wiz 4, Tim 3
Components:
V, S, M
Casting Time:
1 action
Range:
Close
Target:
One creature or object
Duration:
Instantaneous
Saving Throw:
Fortitude half (object)
Spell Resistance:
Yes (object)

You magnify the internal gravity of a creature or object, attempting to crush it in on itself. The target takes crushing damage equal to 2% per caster level of its current hit points.

Arcane Material Component: A small lead ball.

Gravity Sphere

Evocation
Level:
Sor/Wiz 8, Tim 8
Components:
V, S, F
Area:
20 ft. burst

As gravity flare, but all creatures and unattended objects within the area take damage equal to 3% per caster level of their current hit points.

Looking-glass

Transmutation [Teleportation]
Level:
Brd 4, Sor/Wiz 4
Components:
V, S, M
Casting Time:
1 action
Range:
Personal
Target:
You
Duration:
Instantaneous

By touching a pane of glass and using this magic, you can exchange places with your reflection, appearing on the other side of the glass. Consequently, this spell only functions if at least a little light is present and if there is enough space on the other side for you to fit. Double panes of glass can be passed if your caster level for this spell is at least 9th level. The material component is a polished silver piece.

DM Notes on looking-glass

Mind Games

Illusion (Phantasm) [Mind-Affecting]
Level:
Brd 2, Sor/Wiz 3
Components:
V, S
Casting Time:
1 action
Range:
Close
Target:
One creature
Duration:
1 round/level
Saving Throw:
Will disbelief
Spell Resistance:
Yes

This spell causes the victim to see little monsters, peculiar occurrences and other distractions out of the corners of his or her eyes. This effect is directly tied to the target's degree of hostile intent toward the caster; a friend will be completely unaffected, whereas someone attacking the caster will be completely unable to concentrate. Any attack by the target on the caster suffers a -4 circumstance penalty, and the target is automatically flanked by any attacks until her next action. The target cannot make attacks of opportunity against the caster, and is distracted from any spell she attempts to cast targeting the caster; she must make a concentration check (DC is the same as mind games's saving throw DC) to finish the spell.

Shadow Stitch

Enchantment (Compulsion)
Level:
Sor/Wiz 1
Components:
V, S, F
Casting Time:
One attack
Range:
as focus used
Target:
One creature that casts a shadow
Duration:
1 round/level
Saving Throw:
Will dispels (see text)
Spell Resistance:
Yes

This spell requires a touch attack with a piercing weapon against the target's shadow. If the attack succeeds, the target creature is effectively entangled (-2 to attack rolls and -4 to effective Dexterity score, and cannot move from the current spot). Pulling the weapon out of the target's shadow ends the spell, but the enchantment prevents the target from removing it easily. If the target attempts to pull the weapon from his shadow himself, he must make a Will save against the spell and suffers subdual damage equal to the weapon's normal damage; this damage if halved if he fails his Will save and does not remove the weapon.

Focus: the weapon used to make the attack roll.

Shield of Shadows

Illusion (Shadow)
Level:
Sor/Wiz 4
Components:
V, S, F
Casting Time:
1 action
Range:
Personal
Target:
You
Duration:
1 round/level

You surround yourself with thin cutting wisps of darkness and shifting, flickering shadows. Any creature touching or striking you with a melee weapon with a reach of 5' or less or a natural weapon must make a Fortitude save against shield of shadows or suffer 1d4+1 points of temporary Strength damage. This spell only affects creatures striking you and you cannot inflict the effects of this spell on a creature by striking or grappling it.

Focus: An onyx medallion in the shape of a shield worth at least 50 gp.

Temporal Restoration

Tranmutation
Level:
Sor/Wiz 9, Tim 8
Components:
V, S, F, XP
Casting Time:
1 hour
Range:
Touch
Target:
Creature touched
Duration:
Instantaneous
Saving Throw:
Will (see text)
Spell Resistance:
Yes

You attempt to cure a creature of afflictions or losses by splicing their existence at the current instant with moments when they had not suffered those losses. Each particular condition has an associated degree of repair: for each casting of this spell, you can repair conditions with a total degree not exceeding your level.

Conditions have the following degrees of needed repair:
Restore life and 1 hp:
Dead up to 1 day 3
...up to 1 month 4
...up to 1 year 5
...up to 10 years. 6
Additional 10 years. +1
Restore 1 lost level 1
Remove all negative levels 1
Remove curse 1
Heal 2 points permanent ability damage 1
Heal 6 points temporary ability damage 1
Heal 15 hp damage 1
Heal blindness, deafness or both 1
Remove 5 years magical aging 1

However, there is a risk that more than just the recipients's afflictions will be affected, as splicing the time-stream is a difficult and demanding task. The recipient must make a Will save (DC 5 + total degrees of repair) or suffer a further loss, determined by comparing the failed Will save result to the following table:
1-2 Lose one year age
3-4 Lose two skill ranks
5-6 Lose five skill ranks
7-8 Lose ten skill ranks
9-10 Lose one spell known
11-12 Lose one feat
13-14 1 permanent Cha drain
15-16 1 permanent Wis drain
17-18 1 permanent Int drain
19+ 1 permanent drain each to Intelligence, Wisdom, and Charisma

Arcane Focus: An elaborate gold hourglass worth at least 500 gp.
Experience Cost: 500 xp + 150 xp per degree of repair.

Tsunami

Conjuration (Creation) [Water]
Level:
Clr 8, Drd 7, Leviathan 8, Sor/Wiz 8
Components:
V, S, M/DF
Casting Time:
2 full rounds
Range:
Medium
Effect:
Spread (see text)
Duration:
Instantaneous
Saving Throw:
None
Spell Resistance:
No

This spell calls into being a small flood starting at the chosen point. The water then races outward from that point in a spread at 50'/round, bull rushing everything it runs into until its strength is exhausted. Within 5' of its starting point, the tsunami has a strength score equal to the caster's level + 20; for each 5' it travels on level ground, it loses one point of strength. When running down a noticeable slope, it does not lose strength; uphill slopes cause it to lose two points for every 5' traveled; vertical walls reduce its strength by a number of points equal to the wall's height in feet. Notice the the tsunami can be stopped in one direction but continue running in another. The tsunami moves with all creatures that it bull rushes as far as its strength check allows, dealing 1d4 points of impact damage per foot it sweeps them back. The tsunami receives a +2 bonus to its bull rush check because it is charging.

Arcane Material Component: a flask of water.

Wall of Dreams

Illusion (Phantasm) [Fear, Mind-Affecting]
Level:
Sor/Wiz 7
Components:
V, S
Casting Time:
1 round
Range:
Medium
Effect:
Continuous plane with an area up to one 10 ft. square/level (S)
Duration:
1 minute/level
Saving Throw:
As triggered effect (see text)
Spell Resistance:
Yes

This dread spell is one of the most powerful defensive spells available to an illusionist. It creates an invisible, insubtantial barrier. (If viewed with see invisibility or true seeing, the wall looks something like a gothic aurora borealis.) The wall has no substance and does not prevent people from walking through; instead, it reflects a person's worst terrors directly into his conscious mind. Anyone who walks into or through the wall becomes the target of a phantasmal killer spell. Any creature successfully disbelieving its phantasmal killer becomes the target of a fear spell. Other effects may also be possible; see the DM notes for suggestions on adapting this spell to your campaign.

DM notes on wall of dreams



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