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5.05.2004
Equipment: Armor
Tessen[Exotic Shield] The tessen is a large metal "fan" composed of steel that can be used to shield the wielder against piercing and slashing attacks. It appears to the casual observer to be nothing more than a woman's fan or a large war fan. Use of the tessen requires the Exotic Armor Proficiency (Tessen) feat. Cost: 40gp. Armor/Shield Bonus: +1 against piercing and slashing. Maximum Dexterity Bonus: N/A. Armor Check Penalty: -1; if the wielder has proficiency with the war fan, the armor check penalty is 0. Arcane Spell Failure Chance: 5%; if the wielder has proficiency with the war fan, the arcane spell failure chance is 0%. Speed: N/A. Weight: 5 lbs.
Clown Kit A clown kit contains the basic tools of the clown trade. Most clown kits include a week's supply of greasepaint, used to paint the clown's face, and three to four small novelty items, tricks, and gadgets, such as a small red ball that attaches to the tip of the nose, a cluster of small bells or a small horn, a tiny hat on a chin strap (often resembling a small bird or potted flower), a harmless hand buzzer, or an artificial flower, medallion, or brooch that squirts water. A clown kit grants a +2 bonus to Disguise checks and Perform (Comedy) checks. Cost: 25gp. Weight: 4 lbs.
Master Toolbox A master toolbox is a tinker's toolbox of higher quality and contains additional tools and materials all of a better make. It grants a +2 circumstance bonus on Craft, Disable Device, and Open Locks checks and a +1 circumstance bonus on structural damage Repair. Cost: 100gp. Weight: 15 lbs.
Tinker's Toolbox The tinker's toolbox is a set of special tools used in the Craft, Disable Device, and Open Lock skills, and necessary for the tinker's Repair ability. A typical toolkit includes a variety of adhesives and solvents, tapes and clamps, and various tools common to many crafts, such as a small hammer and some nails. A tinker cannot use his Repair ability without a tinker's toolbox, and, in lieu of artisan or thief tools to compensate, skill checks in Craft, Disable Device, and Open Lock are made at a –2 penalty. (Simple repairs, however, can still be attempted normally with Craft checks.) Cost: 30gp. Weight: 8 lbs.
Totems Totems are rustic magic items that can create with the Craft Totem feat. Crafting a totem requires the character be of the specified caster level, have ranks in certain Craft skills, and sacrifice time and experience. Unlike other magic items, totems do not require spells or gold to create. However, most totems can only be used under certain conditions or by certain individuals or retain their magic for only a short time before becoming mundane objects again. All level-based effects of totems, such as Difficulty Class and number of times, are based on the creator’s caster level at the time of the totem’s creation.
Totems fall into three categories: Personal totems, such as spirit masks, which can only be used by the character who crafted them; communal totems, like dreamcatchers, which can only be used by the creator and those designated during creation; and territorial totems, such as cave paintings, which only function in a fixed location. In the hands of others, personal and communal totems simply radiate faint magic (until their magic fades entirely) but do not function – shrunken heads are simply gruesome ornaments and medicine pouches are bags of twigs – while territorial totems lose their magic if moved from their fixed location.
Totems cannot be crafted for monetary gain; if a character creates a totem in exchange for gold or material profit, the totem loses its enchantment the first time the designee attempts to use it and the creator suffers an additional loss of experience points equal to 25% of the original cost. As such, totems do not have Market Prices or material value to others – except as cultural curiosities or examples of folk art. Totems can, however, be crafted in exchange for the recipient performing a geas/quest.
Animal Token[Personal Totem] Requirements:Level: 2 (badger), 4 (eagle), or 6 (others); Craft: Sculpting or Woodcarving 4 and Painting 2; Time: One day (Woodcarving) or Three days (Sculpting); XP: 20xp/level. Description: The character sculpts a small, fist-sized wooden or stone figurine of one of the following animals: ape, badger, black bear, boar, eagle, leopard, or wolf (or regional equivalents). After creation, the character can throw this token on the ground as a standard action and verbally command it to come to life - and it does, as if the character had cast the appropriate summon nature's ally spell, with the caster level of the spell equal to the caster level of the creator at the time of creation. The animal fights and acts as the character commands for 1 round per caster level at the time of creation. If the animal is killed, if the duration ends, or if the character so commands, the animal reverts to its token form.
A character may possess up to three different tokens at a time but can only have one activated at any given moment. Each token can be activated once per day for a total number of days equal to the character's caster level at the time of creation. To those other than the token's creator, an animal token radiates faint magic but cannot be activated. It loses its magic entirely after one month (carved tokens), three months (sculpted tokens), or after having been activated its maximum number of times.
Burial Ground Marker[Territorial Totem] Requirements:Level: 9; Craft: Woodcarving 3; Time: Three days; XP: 327xp. Description: A burial ground marker is a staff-like object of crossed sticks adorned with feathers and animals skins and topped with the skull of a Small or larger Animal or a Humanoid. Within 12 hours of completion, the marker must be driven into ground where, within 20 feet of the marker, there are three or more humanoids corpses buried. The burial ground marker’s creator must personally know, be related to, or be from the same tribe as at least one of the corpses.
Twenty-four hours after being planted, the marker begins warding the area as a sacred burial ground. This protection lasts as long as the marker remains standing, protecting any corpses buried or subsequently buried in the affected area. In most outdoor environments, unless physically knocked down, burial ground markers persevere weather and animals for 2d6 years before needing to be replaced. In deep caves or other sheltered environments, however, burial ground markers can last centuries. When the marker falls or ceases to provide its protections, the character who crafted it feels a mental ping. A character can only have up to two burial ground markers in place at any one time. Replacing one of the character’s own damaged or worn markers costs only one-third the normal XP cost. Within 20 feet of a marker, the following effects occur:
Any creature who views the marker for the very first time must make a Will save (DC 13 + creator's caster level) or be shaken while in the protected area and for 1d4 rounds after leaving the area. The marker's creator is immune to this effect.
All saves against Fear effects in the area are made at a -2 penalty. The creator is immune to this effect, and it has already been figured into the save against being shaken.
As if in hallowed ground, corpses buried in the protected area cannot be turned into undead creatures – except by the marker's creator.
Any speak with dead spell cast on a corpse buried in the protected area lasts up to 1 hour and allows the creator to ask three questions per level.
Any reincarnation spell cast on a corpse buried in the protected area functions as true reincarnation, granting the caster greater control over the type of creature that results.
Any raise dead spell cast on remains buried in the protected area functions as resurrection, allowing its caster to raise the corpse no matter how long it has been dead.
Any intelligent creature except the marker's creator that knocks over or destroys a burial ground marker must make a Will save (DC 13 + creator's caster level) or suffer a curse as if the creator had cast bestow curse upon the victim. The marker's creator designates the nature of this curse during the totem's creation.
Cave Painting[Territorial Totem] Requirements:Level: 6; Craft: Painting 6 and Herbalism 6; Time: One day; XP: 180xp. Description: The character paints one of the following animals on a natural, unworked stone wall: brown bear, giant constrictor, giant crocodile, rhinoceros, or tiger (or regional equivalents). The wall used must be adjacent to an open area that can physically and easily accommodate the animal in question. During the painting, the character designates those individuals who will not trigger the cave painting, a list that can be as specific as just the creator, a list of names, or as general as "my tribe" or "all who dwell here." The enchanted painting, which radiates faint magic, may be placed among other mundane or magical paintings on the same wall. For the purposes of magical removal or relocation, cave paintings are treated as glyphs.
Twenty-four hours after being painted, the painting begins to ward the area from intruders. Any creature not designated by the creator and who passing within 15 feet of the wall triggers the painting cause the animal painted to spring to life as if it were greater glyph of warding holding a summon nature's ally V spell, with the caster level of the spell equal to the caster level of the creator at the time of creation. The painting then disappears into a swirl of smoke that materializes into a living version of the animal within 10ft of the wall and that then attacks the intruder; once that intruder is slain or flees, the animal attacks the next closest intruder. The animated animal cannot stray more than 30 feet from its wall location but defends the area for up to one hour before returning to its painting form. The animal will also revert to its painting form 5 minutes after the intruders have left the area or been slain or at the creator's verbal command. Once activated, a cave painting can't be triggered again for 24 hours. The painting loses all its magic after being activated three times.
Dreamcatcher[Communal Totem] Requirements:Level: 5; Craft: Weaving 4; Time: Two days; XP: 202xp. Description: A dreamcatcher is a web-like pattern of netting within a small wooden or bone hoop that is then adorned with feathers, beads, and sometimes small animal bones. The dreamcatcher snares nightmares in its netting while pleasant dreams are allowed through a gap at the center of the pattern. Often used in homes or at campsights, the dreamcatcher must be positioned a few feet above the ground (to a wall, to a tree, above the bed, etc.) and left stationary to have any effect. An hour after being so positioned, the dreamcatcher begins to ward all within a 15ft radius from bad dreams. Phantasm spells or effects such as nightmare, phantasmal killer, and weird have no effect on creatures in the protected area. In addition, those protected receive a +2 sacred bonus to saves against hostile illusions. And finally, those who sleep under the dreamcatcher's protection recover double the hit points they otherwise would for a full-night's rest.
An area can only be warded by one dreamcatcher at a time. If the dreamcatcher is moved, its protections end until it has been properly repositioned and remains motionless again for 1 hour; if moved while protected creatures are sleeping, its benefit to hit point recovery is lost for that day, even if repositioned. While only the creator or those designated during the totem's creation can position the dreamcatcher, it benefits all within the protected area. After three months, a dreamcatcher's magic completely fades.
Headdress[Personal Totem] Requirements:Level: 8; Craft: Weaving 8; Time: One week; XP: 88xp/level. Description: A headdress is a woven cap or headband threaded and adorned with a colorful and elaborate train of feathers. Each headdress is crafted for a specific Tribal Dance, often reflected in the colors of its feathers (red and yellow feathers for the Fire Dance, white and blue feathers for Medicine Dance, red and white feathers for the Bone Dance, etc.). Donning a headdress (which weighs 15 pounds) is a move-equivalent action that provokes an attack of opportunity. A character wearing a headdress can perform the related Tribal Dance for a full round and enjoy its benefits as if he had danced for 1 full minute. A headdress can only augment one dance per day (and only the specific Tribal Dance it was crafted for) and can augment a total number of dances equal to the creator's caster level at creation. After three months or after having been used the maximum number of times, the headdress loses its magic.
Medicine Pouch[Personal Totem] Requirements:Level: 4; Craft: Herbalism 7 and Leatherworking or Weaving 2; Time: Two days; XP: 7xp/level. Description: A medicine pouch appears to be a simple leather or hemp pouch containing herbs and various roots; it is unremarkable to the eye in every way. To its creator, however, the medicine pouch has several mystical qualities. While the medicine pouch is worn, its creator receives +2 to all Heal checks (as if using a Healer's Kit) and can once per day, up to a maximum number of times per equal to the creator's caster level at the time of creation, effect one of the following spell-like abilities as a full round action: cure light wounds, delay poison, or purify food and drink. After 30 days or after being used its maximum number of times, the medicine pouch loses its magic.
Monkey Paw[Personal Totem] Requirements:Level: 20; Craft: Herbalism 18; Time: One week (see description); XP: 2959xp (see description). Description: The monkey paw is the severed hand of an ape (the creature used by the first spellcaster to ever craft this totem) or any Large or smaller humanoid creature that has been soaked in a mystical brew until it is shriveled and blackened. The creator spends one day of the creation time preparing this magical broth, and then, within 24 hours of preparing the brew, must personally sever a hand from the living victim and place it into the mixture. (This time period is in addition to the above creation time.) The creator must actively tend and stew for the remainder of creation, stirring and chanting. Once finished, the monkey paw is often worn around the neck as a gruesome petrified medallion. The paw allows its possessor to make a single wish as a standard action by holding the paw and stating his desire. This incurs the normal experience point cost of the spell (generally 5,000xp, which is in addition to the paw's creation cost). After the wish has been made, the paw becomes nonmagical. The paw can endure for centuries if unused, long after its creator's death.
Unlike other personal totems, a monkey paw will function for other creatures – but as a cursed item. When used by a creature other than its creator, the wish takes effect as a perversion of the intent, regardless of how carefully worded or minor the request, and drains the normal experience points from the wisher (generally 5,000xp) as well as 1 point of Wisdom permanently. In addition, the monkey paw will attempt to perversely grant the most mundane, casual desire its possessor vocalizes, even if not phrased or intended as a wish and even if the owner is unaware of the paw's power to grant a wish. If the owner says aloud that she wants something to eat, for example, the monkey paw will grant that desire in a horrible way (a bowl of maggots appears, the owner's mount suddenly cooks alive, etc.), with the costs described above. While in possession of the paw, there's a 5% chance per day that its possessor will accidentally voice some mundane desire that the paw will make a perverted reality.
Peace Pipe[Communal Totem] Requirements:Level: 5; Craft: Herbalism 6, Woodcarving 6, and Painting 2; Time: Three days; XP: 10xp/level. Description: A peace pipe is often used in communal settings, during negotiations, or at celebrations. Ranging in length from 8 inches to 4 feet, peace pipes are intricately carved and painted and often adorned with feathers. Regardless of the type of herb placed in its bowl, any creature that smokes from the peace pipe or is within 10ft of the pipe when it is smoked and who can smell the smoke is affected as if in a zone of truth or by calm emotions if it fails a Will save (DC 12 + creator's caster level at creation); creatures with the Scent special quality suffer a -3 to the saves. The effect is chosen by the first person who activates the pipe's magical qualities, which must be its creator or someone designated during creation. If no effect is chosen when the pipe is lit, it defaults to calm emotions. The duration of the effect is 5 minutes, although the pipe still functions as a pipe after the magical effect wears off. A peace pipe can be used once per day and takes a full minute to load, light, and take the first puff. Although its creator or one designated must be the first to smoke from the pipe for its magic to work, the pipe influences all in the area. After one year or after having been used a number of times equal to twice the creator's caster level at the time of creation, it loses its magic.
Shrunken Head[Personal Totem] Requirements:Level: 7; Craft: Herbalism 10; Time: One week; XP: 33xp/level. Description: The shrunken head is as it sounds: the disembodied head of some humanoid that has been soaked in a mystical brew until it resembles a shriveled, apple-sized version of its former self. The creator spends one day of the creation time preparing this magical broth, and then, within 24 hours of preparing the brew, must personally place a severed head into the mixture. (This time period is in addition to the above creation time.) The creator must actively tend and stew for the remainder of creation, stirring and chanting. The creator need not be the person responsible for the death of the owner of the head, but the owner must have died within 24 hours of the head being placed in the broth. Once finished, shrunken heads are often hung from leather straps on belts, worn as gruesome medallions, or tied dangling to staffs. When held aloft by its creator as a standard action, a shrunken head's withered eye sockets glow with an infernal red light as it unleashes a cone of fear (DC 13 + caster level at time of creation). The shrunken head can cause fear a total number of times equal to the creator's caster level at the time of creation, and up to three times in a single day. After three months or after it has been used the maximum number of times, the shrunken head becomes a grotesque nonmagical bauble.
A character can prepare up to four additional heads in the same brewing and use the group as a single head bundle. Each additional head increases the base experience point cost to create by 15%, the total number of times it can cause fear by 2, and the DC by +1. A five-headed bouquet created by a 10th-level spellcaster, for example, costs 528xp to create (330xp + 60%), can be used up to 18 times (10 + 8), and has a DC of 27 (DC 13 + 4 + 10). However, shrunken heads that are intended to operate independantly as separate totems must be created one at a time.
Spirit Mask[Personal Totem] Requirements:Level: 4; Craft: Woodcarving 7 and Painting 5; Time: Three days; XP: 5xp/level. Description: Large (around 30 pounds) and ornately carved, painted, and adorn with feathers, spirit masks bear the horrible face of an evil spirit, a visage so horrible that it frightens those who view it. The spirit mask's creator can don and activate the mask (a full-round action that provokes an attack of opportunity) to cause a scare effect (DC 12 + caster level at creation) as the face on the mask animates, scowling, screaming, and hissing at the targets. The character can initiate this effect once per day, and it lasts for a number of rounds equal to the caster level at creation as long as the mask is kept on. While wearing a spirit mask, the character suffers a –3 penalty to Spot checks, all Charisma-based skill checks (except Intimidate), and any skill checks reliant on vision. Initiating the scare effect on subsequent rounds after the mask has been donned is a move action.
If the character also has 8 ranks in Craft (Weaponsmithing), a spirit mask can be carved onto a wooden shield, increasing the experience point cost of the totem by +50%. Doing so allows the creator to initiate the scare effect without needing to physically don the mask and without the resulting penalties to skill checks. After three months, the spirit mask (or shield) loses its ability to scare.
Totem Pole[Territorial Totem] Requirements:Level: 15; Craft: Woodcarving 15 and Painting 8; Time: One month; XP: 2500xp. Description: Totem poles are markers most often used to protect villages from rival tribes, marauding goblins, wild wolf packs, and other threatening creatures. A totem pole is an intricately carved and painted log at least 1 foot in diameter and ranging in length from 10 feet to 18 feet. The pole is carved with the faces of the creator's ancestors, legendary warriors of his tribe, ferocious animals, protective spirits, etc. During creation, the character designates one alignment, one creature type, or one enemy tribe that will be affected by the totem pole. For an additional 1000xp cost, the character may designate one additional alignment, type, or tribe.
Once the pole is completed, it must be set into the ground, usually placed in a hole at least two feet deep, firmly packed in, and surrounded by a mound of piled stones to keep it erect. The pole must be placed "in the earth and beneath the sky." After 24 hours in the ground, the pole begins radiating an antipathy effect in a 300 foot radius (DC 15 + caster level at creation), targeting the creatures designated during creation. If a totem pole is ever set afire, destroyed (it has hardness 5 and 40 hit points), moved, or knocked over (Strength check DC 28), its protection ends and the totem pole forever becomes mundane wood. The character who created the totem pole, if still alive, feels a mental ping when the pole is so disabled. In typical environments, an unmolested totem pole can endure for centuries.
Voodoo Doll[Personal Totem] Requirements:Level: 15; Craft: Sculpting or Weaving 2 and Herbalism 5; Time: One day; XP: 933xp. Description: A voodoo doll is a crude figuring of the intended victim that incorporates something from the victim. The creator must have a corporeal sample of the intended victim of a voodoo doll – a lock of hair, toenail clippings, a severed finger, etc. – and must have met the victim at least once. The creator incorporates this component into the construction of the small doll, sewn from fabric or carved from wax, that need only very crudely resemble the victim. Once completed, the creator can use the doll to make a single attack on the victim. The victim must be on the same plane as the creator at the time of the attack, and the attack must take place within 24 hours of the doll's creation, or the effort is wasted. When the voodoo doll is used, its creator selects an attack from the following:
Blind: By removing the doll's eyes or covering its head in cloth, the creator can inflict permanent blindness as if blindness/deafness had been cast on the victim. The victim is entitled to a Will save (DC 12 + caster level at creation) to shrug off the effect. The blindness lasts until the creator restores the doll to its original condition, the doll is destroyed, or the victim has the blindness removed by the appropriate magic.
Curse: The creator can inflict a curse upon the victim as if via bestow curse. This is usually accomplished by binding or impairing the doll in some way – tying its legs together to affect Dexterity, strapping its arms down to affect Strength, removing some stuffing or hollowing the wax chest to affect Constitution, etc. The victim is entitled to a Will save (DC 13 + caster level at creation) to shrug off the effect. The curse lasts until the creator restores the doll to its original state, the doll is destroyed, or the victim has the curse removed by the appropriate magic.
Disease: By stuffing the doll with dead flies or maggots or by burying it with a diseased corpse, for example, the creator can infect the victim with a malady as if contagion had been cast. The victim is entitled to a Fortitude save (DC 13 + caster level at creation) to shrug off the effect. The disease lasts until the creator restores the doll to its original condition, the doll is destroyed, or the victim has the disease removed by the appropriate magic.
Kill: By maliciously damaging or destroying the doll, such as by piercing it with pins or throwing it into a fire, the creator can inflict similar damage, even fatal damage, upon the victim. By damaging the doll in a corresponding manner, the creator can attempt to inflict one of the following types of damage on the victim: acid (dipping it in acid), fire (throwing it into flames), piercing (riddling it with pins), or slashing (chopping it in half). The victim is entitled to both a Will and Fortitude save (DC 10 + caster level at creation). Succeeding at both saves allows the victim ignore the effect entirely, except for experiencing a sudden sense of alarm. Failing one of the saves inflicts subdual damage upon the victim equal to her current hit points +1, leaving the victim unconscious. Failing both saves inflicts actual damage of the type inflicted upon the doll equal to 10% of the target's current hit point total multiplied by 4d4; creatures that suffer damage that brings their hit points below -10 are instantly slain. (Note: If the creator chooses another form of attack with the doll, such as Blind or Disease, then subsequently destroying the doll merely ends that attack. Destroying the doll only inflicts damage if the creator specifically chooses the Kill attack.)
Summon: By keeping the doll in physical possession at all times, the creator can summon the victim as if the victim had been sent a demand. This demand can include no information other than the creator's location and, if desired, identity. The victim sees an image of the creator summoning it and, if it fails Will save (DC 15 + caster level at creation), immediately begins to trek toward the creator by foot, sea, or spell – by whatever means it has access to. The summons persists until the creator sets down the doll, until the doll is destroyed, until the victim reaches the creator, or until the duration of the demand expires. If the creator casts a lesser geas or geas spell upon the victim within 10 minutes of its arrival, the DC of the spell is then +3.
Ankus[One-Handed Exotic Weapon] Primarily used to goad large mounts, the ankus can make an effective weapon. The ankus - a club with a hooked blade at one end - can also be used to make disarm and trip attempts. Cost: 5gp. Damage: 1d4 (M), 1d3 (S). Critical: 20/x2. Weight: 3 lbs. Type: Bludgeoning/Piercing.
Chain[Two-Handed Martial Weapon] Proficiency with the spiked chain grants automatic proficiency with the simple chain, whose only difference from the exotic weapon is the absence of the added spikes. A simple chain has reach, so you can strike opponents 10 feet away with it. In addition, unlike most other weapons with reach, it can be used against an adjacent foe. Because the chain can wrap around an enemy's leg or other limb, you can make trip attacks with it. If you are tripped during you own trip attempt, you can drop the chain to avoid being tripped. When using a chain, you get a +2 bonus on opposed attack rolls made to disarm an opponent (including the roll to avoid being disarmed if such an attempt fails). You can use the Weapon Finesse feat to apply your Dexterity modifier instead of your Strength modifier to attack rolls with a chain sized for you, even though it isn’t a light weapon for you. Cost: 10gp. Damage: 1d6 (M), 1d4 (S). Critical: 20/x2. Weight: 4 lbs. Type: Bludgeoning.
Hairpin[Light Exotic Weapon] The hairpin is a small pointed stick used in the arrangement of hairstyles. When used as a weapon, it is exotic. Cost: From 1sp for simple bamboo to 10gp or much higher for elaborate or bejeweled hairpins. Damage: 1d3 (M), 1d2 (S). Critical: 19-20/x3 (melee), 20/x2 (thrown). Range Increment: 5ft. Weight: 0.2 lbs. Type: Piercing.
Jambiya[Light Exotic Weapon] The jambiya is a curved, double-edged dagger common among desert dwellers. Cost: 3gp. Damage: 1d4+1 (M), 1d4 (S). Critical: 19-20/x2. Range Increment: 5ft. Weight: 1 lbs. Type: Piercing/Slashing.
Warstaff[Two-Handed Martial Weapon] A thicker, heavier, and more powerful version of the quarterstaff, the warstaff is a double weapon. You can fight with it as if fighting with two weapons, but if you do, you incur all the normal attack penalties associated with fighting with two weapons, just as if you were using a one-handed weapon and a light weapon. A creature wielding a warstaff in one hand can’t use it as a double weapon—only one end of the weapon can be used in any given round. Warstaffs are reinforced or gilded in metal. Cost: 5gp. Damage: 1d8/1d8 (M), 1d6/1d6 (S). Critical: 20/x2. Weight: 10 lbs. Type: Bludgeoning.
C Spells Cat's Grace: Greater Cat's Grace: Lesser Cease To Be Clear Sky Clover Patch Colorless Aura Colorless Sphere Colorless Spray Colorless Touch Colorless Wall Combat Intuition Comprehend Writing Cone of Sparks Corona Corrosive Arrow Corrupt Weapon Cow's Cunning Create Bows and Arrows Create Water: Greater Cudgel Cudgel: Greater Cunning of a Wolf Pack Cure Minor Wounds: Mass
D Spells Damage Undone Danger Sense Danger Sense: Greater Danger Sense: Lesser Dead Magic Zone Demonwrack Destroy Undead Detect Imbalance Dire Charge Dispel Imbalance Divine Symbol Doorway to Tomorrow Doubt
E Spells Eagle's Splendor: Greater Eagle's Splendor: Lesser Emotion Endurance of a Mountain Range Energize Energy Gain Enlightenment Enlightenment: Greater Enlightenment: Lesser Enlightenment: Mass Enlightenment of a Zen Monastery Erase: Greater
F-G Spells Fairy Wings Finger of Flame Floramorphosis Fly: Greater Fox's Cunning: Greater Fox's Cunning: Lesser Freezeblood Fury Eyes Gemini Twin Glimpse of Eternity Golem's Endurance Golgamoth's Gruesome Inversion Gothic Grace of a Sparrow Flock Grand Abjuration Grand Conjuration Grand Divination Grand Enchantment Grand Evocation Grand Illusion Grand Necromancy Grand Transmutation
H-I Spells Harm: Mass Haste: Greater Haste: Lesser Heavenly Light Hush Illiquin's Amorphia Illiquin's Dysmorphia Illiquin's Xenomorphia Immature Inflict Minor Wounds: Mass Internal Sundial
M Spells Magic Circle: Greater Magic Quiver Major Abjuration Major Conjuration Major Divination Major Enchantment Major Evocation Major Illusion Major Necromancy Major Transmutation Mantle of Equilibrium March of Time Martyr's Touch Massmorph Mechamorphosis Minor Abjuration Minor Conjuration Minor Divination Minor Enchantment Minor Evocation Minor Illusion Minor Necromancy Minor Transmutation Morosa's Black Carriage Morosa's Sorrowful Sobbing Morosa's Woeful Wake Mouse's Strength
P Spells Pale Steed Perfect Circle Personal Stasis Phantom Ram Physique Physique: Greater Physique: Lesser Physique: Mass Physique of a Lion's Pride Pig's Splendor Polymorph Object Power Word: Deafen Primitivity Prismatic Aura Prismatic Touch Project Thought Prophecy Protection from Imbalance Push
Q-R Spells Quickling's Grace Quickstep Rainbow Chariot Rainbow Spray Relive the Moment Remember Repel
S Spells Senescence Shillelagh: Greater Shooting Star Shrapnel Shriek Sleep of Ages Slow: Greater Slow: Lesser Smukir's Peculiar Preserves Spirit Bow Splendor of a Starlit Sky Stasis Field Still Monster Still Person Strength of a Crushing Avalanche Summon Holy Symbol Summon Insect I-IX Summon Tool Summon Xag-Ya Sunlight Sunray Sunshine Suspend Time Symbol of Life
T Spells Tempus Fugit Thunderport Timefreeze Timefreeze: Mass Timequake Time Travel Titan's Strength True Shot True Warrior Turtle's Grace
U-V Spells Unicorn's Splendor Unwavering Certitutde Ursa Major Ursa Minor Utter Hopelessness Visage of Beauty Visage of Horror
W-X-Y-Z Spells Wall of Knives Waves of Destruction Wisdom of an Inevitable Army Wither Wizen Wyrm's Cunning Xag-Ya Swarm Yogi's Enlightenment Youth and Beauty
Domains Alien Anarchy Anger Archery Art Balance Beauty Blood Bravery Change Children Cosmos Decay Dream Fertility Filth Freedom Glory Hunt Industry Joy Life Love Miracle Mirth Mountain Murder Neutrality Night Order Peace Rainbow Seasons Sorrow Thought Time Urban Vengeance Vermin Vice Victory Virtue Wine Wish Zen
* dual-school spell. House Rule: Dual-school spells have specific rules when applied to specialist wizards. A dual-school spell of the chosen school and a non-prohibited school can be memorized as a spell of the chosen school; a dual-school spell of the chosen school and a prohibited school can be memorized as a spell of neither school; and a dual-school spell of a prohibited school and any school other than the chosen school can be memorized as a spell one level higher. For example: Take a wizard specializing in Necromancy with Abjuration and Conjuration as prohibited schools. When memorizing spells for the day, that wizard can memorize Necromancy/Transmutation spells (chosen school/other school) as Necromancy spells, Necromancy/Abjuration spells (chosen school/prohibited school) as regular wizard spells, and can memorize an Abjuration/Transmutation (prohibited school/other school) spells as spells one level higher. All regular rules regarding specialist wizards apply.
CHROMATIC Descriptor Chromatic spells employ or are based upon specific colors, from the vibrant reds to drab grays. Spells with the Chromatic descriptor include colorless wall, color spray, entropic aura, fairy wings, gothic, hypnotic pattern, prismatic aura, prismatic wall, rainbow chariot, rainbow pattern, rainbow spray, and scintillating pattern.
POSITIVE Descriptor Positive spells employ positive energy, including true sunlight, healing magic, and energy from the Positive Material Plane. Spells with the Positive descriptor include bless water, bolt of glory, consecrate, cure light wounds, destroy undead, disrupt undead, energy gain, heal, mass cure critical wounds, summon xag-ya, sunlight, and symbol of life.
RUNE Descriptor Rune spells employ, perceive, or create magical glyphs, sigils, runes, marks, and other powerful symbols. Spells with the Rune descriptor include arcane mark, comprehend writing, divine symbol, Drawmij's instant summons, erase, glylph of warding, illusory script, magic circle against evil, perfect circle, read magic, sepia snake sigil, symbol of death, symbol of life, and teleportation circle.
THAUMATURGIC Descriptor Thaumaturgic spells deal with the very nature and laws of magic - interpreting it, shaping it, or utterly destroying it. Spells with the Thaumaturgic descriptor include analyze dweomer, antimagic field, anyspell, arcane sight, dead magic zone, contingency, detect magic, dispel magic, globe of invulnerability, major necromancy, Mordenkainen's disjunction, permanency, read magic, spell turning, and wish.
AGE(Necromancy) [Temporal] The body of the humanoid touched advances one age bracket. Level: Clr 4, Drd 4, Ncr 4, Shm 4, Sor/Wiz 4 ; Decay 5 Components: V, S, M Casting Time: 1 standard action Range: Touch Target: Humanoid touched Duration: Instantaneous Saving Throw: Fortitude partial Spell Resistance: Yes
Dark energies of a sickening green flicker around your hand. With a touch, your enemy rapidly withers with age before your eyes, as if decades were taking their toll in a single moment.
You cause the humanoid touched to make a Fortitude save. If the creature succeeds at the save, it is fatigued for 1 round. If it fails the save, its body advances one age bracket, suffering all the normal ability score penalties associated with the new age bracket but none of the normal ability score bonuses. If cast upon a Venerable humanoid, the creature dies of old age if it fails its save. Multiple castings of the spell stack.
For example, if age is cast upon a Middle Aged dwarf that fails its save, the spell ages the dwarf's body to Old (188 years old), imposing a –2 penalty to Constitution, Dexterity, and Strength. As the spell has no effect on mental age, the dwarf is denied the normal bonus to Charisma, Intelligence, and Wisdom associated with the Old age bracket. If the dwarf fails its save against a second casting of the spell, its mind remains Middle Aged but its body advances from Old to Venerable (250 years old), incurring a -3 penalty to Constitution, Dexterity, and Strength. If the now Venerable dwarf fails its save against a third casting of age, it dies of old age.
Unless the spell is undone, the affected creature progresses in age based on its bodily age from that point on, but gains bonuses to its mental faculties as if it were one (or more, after multiple castings) age category younger than its body. For example, if the same dwarf from above was subjected to only one casting of age, its mind would remain Middle Aged while its body would be considered 188 years old (Old); if allowed to age normally for 62 more years, its body would become Venerable (250 years old), incurring a -3 penalty to Constitution, Dexterity, and Strength, but its mind would attain only Old age, gaining only a +2 bonus to Charisma, Intelligence, and Wisdom.
When encountering humanoids for whom an age has not been predetermined, roll a d6 and add one-fourth of the humanoid's character level to the roll, and consult the following to determine the humanoid's starting age:
1-4: Adult 5-8: Middle Age 9: Old 10: Venerable
Creatures immune to magical aging are immune to age. The effects of this spell can only be undone with greater restoration, limited wish, miracle, remove curse, or wish.
Material Component: hair from an Old humanoid.
AIM OF SAGITTARIUS(Divination) You receive a +20 bonus to ranged attack rolls for 1 round/3 levels. Level:Cul 5, Rgr 4, Sor/Wiz 6; Archery 7, Cosmos 6 Components: V, S, M Casting Time: 1 standard action Range: Personal Target: You Duration: 1 round/3 levels
As your eyes glow with a pearly white light, your aim grows true, causing your arrows to strike with breathtaking accuracy.
This spell functions like true strike, except as noted above and as follows. While under the effects of aim of Sagittarius, you enjoy a +20 insight bonus to all ranged attack rolls.
Material Component: a silvered arrow.
AIR BUBBLE(Conjuration: Creation) [Air] A bubble of breathable air surrounds the target's head. Level: Drd 1, Rgr 1 Components: S Casting Time: 1 standard action Range: Touch Target: Creature touched Duration: 1 minute/level (see text) Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless)
As the enspelled creature descends into the lake, a shimmering sphere of breathable air envelopes its head, allowing it to breath normally.
A bubble of breathable air surrounds the head of the creature touched, allowing it to breathe when underwater or submerged in another liquid. The bubble appears only once the creature is submerged in the liquid and provides breathable air for the remainder of the spell.
If the creature emerges from the liquid for more than 1 minute during the spell's duration, the spell ends prematurely and the bubble does not reappear if the creature re-enters the liquid. Air bubble provides no additional protection against damaging or caustic liquids such as lava or acid, and it provides no protection at all against gases such as a ghoul's stench or cloudkill.
ANGEL'S WISDOM(Transmutation) [Mind-Affecting] The subject gains +8 to Wisdom for 1 minute/level. Level: Clr 7, Cul 6, Drd 7, Gsh 6, Sor/Wiz 7
The affected creature enjoys the sagacity and intuition of an angel.
This spell functions like owl's wisdom, except as noted above and as follows. The spell grants a +8 enhancement bonus to Wisdom, adding the usual benefit to Wisdom-based skills and, if applicable, spell DCs.
Material Component: a feather or lock of hair from a celestial.
ANIMATE CORPSE(Necromancy) You animate a corpse to fight for you for 1 minute/level. Level: Clr 1, Ncr 1, Shm 1, Sor/Wiz 1 Components: V, S Target: One corpse or skeleton Duration: 1 minute/level (D)
As if jerked like a puppet on its strings, the corpse leaps to what remains of its feet, ready to obey your commands before resuming its natural rest.
This spell functions like animate dead, except as noted above.
ANIMATE ITEM(Transmutation) You animate an object to fight for you. Level: Brd 3, Tnk 2; Lepk 2 Range: Touch Target: One Small or Medium object
Your enemies are caught off-guard when, suddenly and without warning, the chair viciously attacks!
This spell functions like animate objects, except as noted above.
ANTIMAGIC RAY(Abjuration) [Thaumaturgic] You enclose the targeted creature in an antimagic field. Level: Beg 7, Sor/Wiz 7 Components: V, S, M Casting Time: 1 standard action Range: Close (25ft + 5ft/2 levels) Target: 1 creature Effect: Ray Duration: 1 round/level Saving Throw: None Spell Resistance: Yes
A pale blue beam of energy bolts from your finger striking the mage, who suddenly finds himself as magical as the common farmer.
This spell functions like antimagic field, except as noted above and as follows. You fire a ray of energy that, upon a successful ranged touch attack, surrounds the creature struck with a personal antimagic field. A summoned creature or incorporeal undead struck by the ray winks out of existence, only to reappear in the same spot at the end of the duration; time so spent winked out counts against the duration of any spell affecting or maintaining the creature - even the conjuration that created it.
ANYSPELL(Transmutation) [Thaumaturgic] You can replicate lower-level spells. Level: Sor 9 Components: V, S Casting Time: 1 full round Range: See text Target: See text Duration: See text Saving Throw: See text Spell Resistance: See text
Your mastery over your innate arcane nature now allows you to mold raw magical energy into a variety of forms by pure act of imagination. Will your next words and gestures erupt in acid, teleport you to safety, or bring demons to your aid? Your enemies will never know.
You can duplicate any sorcerer spell of 6th-level or lower or any other spell of 5th-level or lower.
APPLAUSE(Enchantment: Compulsion) [Mind-Affecting] An enemy stops to applaud you. Level: Brd 1, Beg 2, Gsh 1 Components: V, S Casting Time: 1 standard action Range: Close (25ft + 5ft/2 levels) Target: One living creature Duration: 1d4 rounds Saving Throw: Will negates Spell Resistance: Yes
The ogre erupts in applause at your brilliant performance, dropping its sword and the amulet as it momentarily forgets its desire to kill you and eat your bones.
The targeted creature drops whatever it is holding and applauds for 1d4 rounds unless it succeeds at a Will save. While applauding, a creature will not turn its back on you, can only move at half speed, and cannot perform any action requiring the use of its arms, such as casting a spell with a Somatic component or drinking a potion. That would keep them from clapping, and that simply won't do.
Each round on its turn, the subject may attempt a new saving throw to end the effect. Attacking the creature also ends the effect. You may only target a creature aware of your presence (i.e., you cannot be hidden or catching the target flat-footed), even if it is not facing you.
ARM OF FATE(Divination) You receive a +20 bonus to melee attack rolls for 1 round/3 levels. Level:Cul 6, Dsk 5, Sor/Wiz 7; Victory 7 Components: V, S, M Casting Time: 1 standard action Range: Personal Target: You Duration: 1 round/3 levels
As your hands glow with a pearly white light, your aim grows true, causing your melee attacks to strike with breathtaking accuracy.
This spell functions like true strike, except as noted above and as follows. While under the effects of arm of fate, you enjoy a +20 insight bonus to all melee attack rolls.
Material Component: a silvered dagger.
ARROWFIRE(Conjuration: Creation) A magic arrow flies from your hand. Level: Rgr 1, Shm 1, Sor/Wiz 1, Tnk 1; Archery 1 Components: V, S Casting Time: 1 standard action Range: Close (25ft + 5ft/2 levels) Target: One creature Duration: Instantaneous Saving Throw: None Spell Resistance: No
From your fingers, arrows fly.
You conjure a single magical arrow that flies from your outstretched palm toward the targeted creature. The arrow is considered magical for the purposes of overcoming damage reduction. If you strike the targeted creature with a ranged melee attack, the arrow deals 1d6 points of damage.
For every four caster levels, you fire an additional arrow, which may target the same creature or separate targets within range and no farther than 10 feet apart.
ARROW OF SLAYING(Conjuration: Creation / Necromancy) [Death] You create a magic arrow that kills the creature struck. Level: Dsk 5, Ncr 8, Shm 6, Sor/Wiz 8, Tnk 6; Archery 8, Hunt 9 Components: V, S, M Casting Time: 1 standard action Range: Close (25ft + 5ft/2 levels) Target: One creature Duration: Instantaneous Saving Throw: Fortitude partial Spell Resistance: No
From your open palm, an arrow of crackling black energy flies. It delivers to your foe only death.
You conjure a single magical arrow that flies from your outstretched palm toward the targeted creature. If you succeed at a ranged melee attack, the creature must make a Fortitude save or die instantly. If it succeeds at the save, if suffers 10d6 points of negative energy damage.
Material Component: a silvered arrow with a ruby tip worth no less than 300gp.
BALANCE WEAPON(Transmutation) You empower your weapon against the non-neutral. Level: Drd 2; Neutrality 2
Your weapon hums with a gray glow, yearning to bring balance to the extreme.
This spell functions as bless weapon except as noted above and as follows. The transmuted weapon strikes true against chaotic evil, chaotic good, lawful evil, and lawful good foes instead of against evil foes. The weapon is treated as having a +1 enhancement bonus for the purpose of bypassing the damage reduction of creatures without a neutral component to their alignment or striking incorporal creatures without a neutral component to their alignment (although the spell doesn't grant an actual enhancement bonus). The weapon becomes Balanced, meaning it can bypass the damage reduction of certain creatures without a neutral component to their alignment, particular outsiders, in the same way a Good weapon can bypass the damage reduction of evil outsiders. And all critical hit rolls against foes without a neutral component to their alignment are automatically successful.
In addition, you receive a +4 bonus to all critical hit rolls against creatures with only one neutral component to their alignment (i.e., chaotic neutral, lawful neutral, neutral evil, and neutral good creatures), and all critical hit rolls against true neutral foes automatically fail, so no threat is a critical hit.
BALEFUL MASSMORPH(Transmutation: Polymorph) You affect a number of creatures with baleful polymorph. Level: Drd 9, Sor/Wiz 9 Target: Up to 1 creature/2 levels, no two of which can be more than 10ft apart
As you gesture with a few carefully chosen words, the charging gnolls scatter like rats. Because, now, they are.
This spell functions like baleful polymorph, except as noted above and as follows. You change a number of willing living creatures into other forms of living creatures of Small size or smaller and no more than 1HD. You designate during casting the specific animal form all of your victims assume, such as sparrows or fish.
BALL LIGHTNING(Conjuration: Creation) [Electricity] You create glowing balls of electricity. Level: Drd 4, Dsk 3, Sor/Wiz 3 Components: V, S, M Casting Time: 1 standard action Range: 120ft Effect: 1 to 4 balls of electricity Duration: 1 round/level Saving Throw: None Spell Resistance: Yes
Incandescent spheres of crackling lightning streak towards your enemies.
You create up to four balls of electricity that resemble dancing lights and are controlled by you in the same manner as that spell. Any creature that comes within 5 feet of a ball lightning takes an appropriate amount of electricity damage and causes the ball to dissipate. The amount of electricity damage each ball lightning causes depends on the number of spheres you create with the spell: one sphere deals 4d6 points of damage, two spheres deal 3d6 points of damage each, three spheres deal 2d6 points of damage each, and four spheres deal 1d6 points of damage each.
Material Component: a small pearl or sphere of platinum worth 20gp.
BAMBO'S BUBBLE TRAP(Conjuration: Creation) The targeted creature floats away trapped in a bubble. Level: Brd 3, Drd 3, Sor/Wiz 3; Mirth 4 Components: V, S, M Casting Time: 1 standard action Range: Close (25ft + 5ft/2 levels) Target: 1 creature no more than one size category larger than the caster Effect: One bubble Duration: 1 round/level Saving Throw: Reflex negates Spell Resistance: No
A soapy bubble surrounds the target and slowly floats away.
This spell causes a shimmering bubble of soapy water to surround the targeted creature. If the creature succeeds at a Reflex save, the bubble pops harmlessly. If the creature fails its save, the bubble traps the creature inside and immediately rises 20 feet up off the ground, carrying the creature with it.
Each round of the spell, the bubble gently rises another 20 feet and then an additional 10 feet in a direction determined randomly by rolling 1d6 (1: 10 additional feet up, 2: 10 feet east, 3: 10 feet west, 4: 10 feet south, 5: 10 feet north; 6: 10 feet back down). If the bubble encounters a solid barrier, such as a ceiling or wall, any movement it would make that round in the direction blocked by the barrier is negated; contact with a barrier of energy or a barrier with sharp points (such as a spiked ceiling, the braches of a leafless tree, or a wall of thorns) causes the bubble to pop. The bubble is affected by strong wind, which determines the direction it moves. In addition, a gust of wind or similar spell moves the bubble in the direction of the wind an additional 10 feet per spell level.
The bubble has 1hp and an AC of 11. It is subject to any form of damage originating from outside the bubble but only from piercing or energy damage from within. Any damage affecting the bubble from an outside source also affects the creature trapped inside if the attack roll would strike both. If it is destroyed or when the spell ends, the bubble harmlessly pops, dropping the creature inside and incurring appropriate falling damage.
Material Component: a bit of soap and a drop of water.
BAMBO'S CREAM PIE(Conjuration: Creation) A cream pie blinds the targeted creature. Level: Brd 1, Sor/Wiz 1; Lepk 1 Components: V, S, M Casting Time: 1 standard action Range: Close (25ft + 5ft/2 levels) Target: 1 or more creatures, no two of which can be more than 10ft apart Effect: 1 cream pie/4 levels Duration: 1d4+1 rounds (see text) Saving Throw: None Spell Resistance: No
With a whimsical gesture and a giggle, a delicious cream pie appears poised gracefully on your fingertips. Before your enemy can even guess at its flavor, the pie is in its eyes.
Thanks to this spell crafted by the legendary bard gnome, who preferred the defeat of his enemies be as amusing as possible, a cream pie flies from your fingertips. Upon a successful ranged touch attack, the targeted creature is struck in the face and blinded for the duration of the spell. The blinded creature can take a standard action to wipe the cream from its face, ending the blindness. At the end of the duration, all remnants of the pie disappear with a slurping sound.
You may create 1 pie for every 4 levels, but each pie must target a separate creature. Creatures without eyes are unaffected by Bambo's cream pie.
Material Component: a piece of pie crust.
BAMBO'S LAUGH RIOT(Enchantment: Compulsion) [Mind-Affecting] You cause 1 creature/2 levels to laugh uncontrollably for 1 round/level. Level: Brd 3, Gsh 3; Lepk 3 Area: 30ft radius Target: 1 creature/2 levels
Your enemies erupt in laughter, their intent to rip you in pieces temporarily replaced by your ridiculous performance.
This spell, an extrapolation crafted by a legendary gnome bard, functions like Tasha's hideous laughter, except as noted above.
BATTERING RAM(Evocation) [Force] You project ram-headed beams of force. Level: Clr 4, Drd 5, Dsk 4, Sor/Wiz 4 Components: V, S, M Casting Time: 1 standard action Range: Close (25ft + 5ft/2 levels) Target: One creature per round Duration: 1 round/level Saving Throw: None Spell Resistance: Yes
The silvery head of a charging ram erupts from your fist, splintering the door - and then the orcs guarding it - like so much brittle straw.
You are imbued with the power of a ring of the ram. Each round of this spell, you can project a beam of force, manifesting in the vaguely discernible shape of a ram's head. With a successful ranged touch attack, this force strikes a single target for 3d6 points of damage. If within 30 feet, a creature struck is subject to a bull rush, with the force treated as a Large creature with a 25 Strength that receives a +1 bonus on the bull rush attempt. You may also direct this force to open doors.
Material Component: powdered ram's horn.
BEAM OF LIGHT(Evocation) [Light] Your ray of light blinds for 1 round/level. Level: Dsk 1, Sor/Wiz 1 Components: V, S Casting Time: 1 standard action Range: Close (25ft + 5ft/2 levels) Effect: Ray Duration: Instantaneous Saving Throw: Fortitude partial Spell Resistance: No
A blinding ray of dazzling white light streaks from your finger, blinding the eyes of your enemy.
This spell causes a ray of blinding light to spring from your hand. If you make a successful ranged touch attack, the target is blinded for 1 round per level if it fails its Fortitude save, or for 1 round with a successful save. Creatures vulnerable to light such as drow suffer a -4 penalty to the save.
BEAR'S ENDURANCE, GREATER(Transmutation) The subject gains +4 to Constitution for 1 hour/2 levels. Level: Clr 4, Drd 4, Dsk 4, Rgr 4, Shm 4, Sor/Wiz 4 Duration: 1 hour/2 levels
The recipient's flesh thickens and heart pumps stronger.
This spell functions like bear's endurance, except as noted above.
BEAR'S ENDURANCE, LESSER(Transmutation) You gain +4 to Constitution for 1 round/level. Level: Clr 1, Drd 1, Dsk 1, Rgr 1, Shm 1, Sor/Wiz 1 Range: Personal Target: You Duration: 1 round/level
Your flesh thickens and your heart pumps stronger.
This spell functions like bear's endurance, except as noted above.
BEDEVIL(Conjuration: Summoning) [Evil / Lawful] You summon one or more lemures. Level: Clr 6, Ncr 6, Shm 5, Sor/Wiz 6 Components: V, S, M Effect: One or more summoned lemures, no two of which can be more than 20ft apart
A growing army of oozing devils swarm your enemy.
This spell functions like summon monster I, except as noted above and as follows. You designate an opponent or target within range as you cast the spell. A single lemure appears next to the target and attacks immediately on your turn, to the best of its abilities. If the lemure is killed, two more take its place; they appear on your next turn and immediately attack target. If one is slain, two more appear on your next turn, and all three attack the target immediately. If those three are slain, six more lemures appears - and so on.
For the duration of the spell, each lemure that is killed is replaced by more two lemures on your next turn. The maximum number of lemures that can be summoned by bedevil is equal to your caster level.
You cannot designate a new target for the lemures to attack unless the original target has been slain or destroyed. If the target is slain before the spell expires, the lemures will attack the next target within range that you designate, a free action. If you fail to designate a new target or to dismiss them, the lemures will attack the nearest living creature on your next turn, preferrably you.
At the end of the spell, any remaining lemures disappear in a collapse of slime.
Material Component: lamb's blood.
BIG DIPPER(Conjuration: Creation) [Water] A large ladle of glittery lights pours refreshments at your command. Level: Brd 2, Sor/Wiz 2, Tnk 2 Components: V, S, M Range: 10 feet Effect: Up to 4 gallons of liquid/level
Twinkling lights like stars form the shape of a ladle in the air before you, and then pour out the beverage of your choice.
This spell functions like create water, except as noted above and as follows. A ladle of glittering lights pours ale, juice, milk, water, or wine at your command.
Material Component: a silvered ladle worth 15gp.
BIG STICK(Transmutation) You enlarge a club or staff for 1 minute. Level: Drd 0, Shm 0, Tnk 0 Duration: 1 minute
The branch in your hand thickens, stretches, and then plows in the heads of your enemies.
This spell functions like shillelagh, except as above and as follows. Your own nonmagical club or quarterstaff deals damage as if it were one size category larger. This spell provides no additional bonus to attack or damage rolls.
BLINDING FLASH(Evocation) [Light] Your burst of light blinds for 1 round/level. Level: Beg 2, Dsk 2, Sor/Wiz 2 Components: V, S Casting Time: 1 standard action Range: 30ft Effect: Cone-shaped burst Duration: Instantaneous Saving Throw: Reflex negates Spell Resistance: No
A blinding burst of dazzling white light streaks from your palm, blinding the eyes of your enemies.
This spell causes a blinding burst of light to spring from your open palm. Creatures in the area of effect must make a Reflex save or be blinded for 1 round/level.
BLOODCURDLING SCREAM(Necromancy) [Fear, Mind-Affecting, Sonic] Your scream causes 1 creature/level to panic for 1 round/level. Level: Brd 4, Cul 4, Dsk 4, Gsh 4, Ncr 4, Shm 4, Sor/Wiz 5 Components: V, M Casting Time: 1 standard action Area: 30ft-radius burst centered on you Target: One creature/level Duration: Instantaneous (see text) Saving Throw: Will partial Spell Resistance: Yes
You emit a horrific cry that evokes the last gasp of a pinful, horrific death. Overcome by their fear of such a fate, you enemies flee.
You emit a terrifying scream that causes living creatures that hear it to make a Will save. Those that fail the save become panicked for 1 round per level; if cornered, a panicked creature begins cowering. If a creature succeeds at the Will save, it is shaken for 1d4 rounds. Creatures closest to you are affected first.
Intelligent undead, however, are filled with enthusiasm, gaining a +1 morale bonus to attack rolls for 1 round per level. Deaf creatures and creatures immune to fear are unaffected by this spell. Multiple castings of this spell do not stack.
Material Component: a cat's head.
BRAND NEW DAY(Abjuration) [Temporal] The recipient feels rested and sated. Level: Brd 2, Clr 2, Cul 2, Drd 2, Pal 2 Components: V, S, M Casting Time: 1 standard action Range: Touch Target: Creature touched Duration: Instantaneous Saving Throw: Will negates (harmless) Spell Resistance: Yes
The dark circles under the eyes, the gnawing cripple of hunger, and the debilitating fatigue of sleepless nights are bainshed from the recipient, bringing to him the glorious rebirth and renewed vigor of a brand new day.
The recipient of this spell feels as if its had a full night's rest and eaten a full day's meal. Brand new day banishes from the creature touched the effects of fatigue due to lack of rest and the effects of hunger due to lack of food. The creature regains hit points and nonlethal damage as if it had rested a full eight hours and overcomes the effects of hunger as if it had eaten a satisfying meal.
This spell has no effect on spell memorization, ability damage, or any other effect that often accompanies rest.
Material Component: the feather of a morning bird, such as a skylark.
BULL'S STRENGTH, GREATER(Transmutation) The subject gains +4 to Strength for 1 hour/2 levels. Level: Clr 4, Drd 4, Dsk 4, Pal 4, Rgr 4, Shm 4, Sor/Wiz 4; Bkgd 4 Duration: 1 hour/2 levels
The recipient's muscles strengthen and back grows broader.
This spell functions like bull's strength, except as noted above.
BULL'S STRENGTH, LESSER(Transmutation) You gain +4 to Strength for 1 round/level. Level: Clr 1, Drd 1, Dsk 1, Pal 1, Rgr 1, Shm 1, Sor/Wiz 1; Bkgd 1 Range: Personal Target: You Duration: 1 round/level
Your muscles strengthen and heart pumps stronger.
This spell functions like bull's strength, except as noted above.
Corsair [my old seafaring core class that ended up being split into the less specific swashbuckler and several seafaring prestige classes, including the Cutthroat pirate and Sinbad-flavored Sailor on the Seas of Fate] *
What I Was Working on Before I Quit: time-warping Chronomancer prestige class and corresponding Evolutionary / Visionary / Primordialist / Clockwatcher prestige classes and associated spells, new extreme warlock variants Psychic / Metamorph with corresponding Mindreader / Pyrokinetic / Telekinetic / Clairvoyant / Metabolist / Mimic / Shapechanger / Amorph prestige classes, conversion of my old Geisha core class and related Femme Fatale prestige class and new Silk Rose / Diva of Renown / Embodiment of Poise and Grace prestige classes, positive-energy prestige classes the white necromantic Vivamancer / druidic Earthmother / priestly Lifegiver and corresponding spells, druidic Stormbringer prestige class, the symbol-based Runist prestige class and corresponding spells, the gifted prestige class the Angelic, the natural prestige class the Organic, the strange prestige class the Alien, the warlock prestige class the Goth, and prestige classes for all four the Destroyer / Progeny / Spellfist, jester prestige classes the dessert-lobbing Master of Pies / joybringing Harlequin / hapless Fool / cruel Trickster and corresponding Dark Clown revision, the sorcerer variant core class Sorceress, the cleric variant core class Priest, seasonal Autumnal Reaper / Herald of Spring / Winterkeeper / Sun Worshipper druid prestige classes, the deity-specific Apostle of God divine prestige class, Barbarian variants the Feral core class and raging Berserker prestige class, Persian-themed Sorcerer of Sea and Sky core class and Scorpion Warrior / Scorpion Magus / Snakecharmer prestige classes, the atheist Heretic prestige class, the all-knowing Savant prestige class, seafaring Corsair of the Seven Seas / Explorer of Lands Unknown prestige classes, expansion-by-demand of my Chicken Wrangler with corresponding Gnome Moleherder prestige class, mystical Zen Gardener druidic prestige class and grand Zen Master prestige class, skeptical investigator prestige class the Occultist, the uncanny Trickshot / crossbow-based Blazing Bolt / arcane Eldritch Bow / sling-based Slingshot archer prestige classes, light-based prestige classes the arcane Auroran / druidic Rainbowchild / dark Shadowcaster, classic Knight prestige class, the kobold Anklebiter prestige class, the opposing Gloom Disciple and Eternal Optimist prestige classes, the arcane Channeler core class, the Whip Savant / Musketeer swashbuckler prestige classes, the Master of Orbs prestige class, the Peasant Hero core class, new witch prestige classes Faerie Witch / White Warlock / Pentaclist / Mistress of Mirrors / Medium / Weather Witch / Beholder / Transmogrifist / Bog Witch / Warlock Arachne / Master of Cauldrons / Gypsy Witch / Scalemaid / Prestidigitatrix / Witch Hunter, conversions of earlier witch prestige classes Sister of the Moon / Winter Warlock / Violet Lady / Dreamweaver / Dabbler / Demon Witch / Mistress of Mist, the Spellbinder prestige class, the Whisper ninja prestige class, conversion of my Necromancer and corresponding core classes (Enchantress, Conjuror, etc.), and an array of monsters, including Constructs [Living Armor] / Dragons [Fire-Breathing, Sea Serpent] / Fey [Bogie / Fairy / Manaed] / Magical Beasts [Cerebus] / Monstrous Humanoids [Serpentine Medusa] / Outsiders [Cherub / Darkling] / Plant [Venus Mantrap] / and Undead [Grim Reaper / Haunted Forest / Haunted House / Living Hand / Nosferatu]
* [from the old D&D Boards that I never got around to updating and reposting on the new Boards]