• (2E) Chaotic Commands

    Rules Discussion spells
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    halfgiantH
    Chaotic Commands Sphere: Protection Level: 5 Range: Touch Components: V, S Duration: 1 turn/level Casting Time: 5 Area of Effect: Creature touched Saving Throw: None Description: This spell renders the recipient immune to magical compulsions and commands that influence their actions. While under the effects of chaotic commands, the subject is completely protected from all charm, command, suggestion, domination, and similar mind-controlling effects, whether they originate from spells, spell-like abilities, or other magical sources. This protection includes immunity to enchantment/charm spells such as command, suggestion, domination, hypnotism, geas, quest, emotion, and fear, as well as psionic mind control powers. It also renders the subject immune to magical attempts to force verbal responses or obedience. Chaotic commands is often used to protect a party member in situations where enemy spellcasters or creatures with dominating powers are expected. The spell does not protect against illusions, physical attacks, or non-magical coercion. Only one creature may be protected per casting of this spell. References: Tome of Magic (https://adnd2e.fandom.com/wiki/Priest_Spell_List_(TOM)), Page 89
  • (2E) Pierce Any Shield

    Rules Discussion spells
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    halfgiantH
    Pierce Any Shield (S M V) Spell Level: 9 Class: Wizard School: Alteration, Metamagic Range: 0 Duration: 1 round Area of Effect: Special Casting Time: 1 round Saving Throw: None Requirements: Somatic, Material, Verbal Source: Wizard’s Spell Compendium Vol 3 Description A more powerful version of pierce magic resistance, this spell must be cast one round before an offensive spell. The spell cast immediately after Pierce Any Shield cannot be stopped by any known magical defenses, including magic resistance, spell turning, spell absorption, anti-magic shell, or counterspell immunity. The target of the subsequent spell can only attempt a saving throw if the spell allows one, and such saving throws suffer a -8 penalty. The Pierce Any Shield spell does not protect the caster from events that would normally disrupt the casting of the subsequent spell. The material component is a silver spike or knife. Notes Common in the Mystara setting; otherwise, very rare.
  • (2E) Lowers Resistance

    Rules Discussion spells
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    halfgiantH
    Lowers Resistance Level: 5 Class: Wizard School: Abjuration, Alteration Range: 60 yards Duration: 1 turn + 1 round/level AOE: One creature Casting Time: 5 Save: None Requirements: Somatic (S), Material (M), Verbal (V) Source: Tome of Magic page 34, Wizard’s Spell Compendium Vol 2 Description This spell enables a wizard to attempt to reduce the magic resistance of a target creature. The target’s magic resistance applies to this spell but functions at only half its normal value. No saving throw is allowed beyond the magic resistance check. If the target has no magic resistance, the spell has no effect. If the spell successfully overcomes the target’s magic resistance, the creature’s magic resistance is reduced by a base of 16% plus an additional 1% per level of the caster. For example, a 9th-level caster would reduce the target’s magic resistance by 25% (16% base + 9% from level). Material Component A broken iron rod. Notes This is an uncommon spell, as noted in the Tome of Magic. The base reduction of 16% is substantially lower than in the spell’s originally published form.
  • Mage Armor, Superior

    Rules Discussion spells epicspell
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    halfgiantH
    Mage Armor, Superior Conjuration (Creation) [Force] Level: Wiz 10 Components: V, S Casting Time: 1 standard action Range: Touch Target: Creature touched Duration: 24 hours (D) Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) An invisible but tangible field of force surrounds the touched creature, granting a +12 armor bonus to Armor Class. This bonus does not stack with other armor bonuses, such as those from worn armor or shields, but it can stack with enhancement bonuses to armor or other bonus types (e.g., deflection or natural armor). Unlike mundane armor, greater mage armor imposes no armor check penalty, arcane spell failure chance, or speed reduction. Because it is composed of force, incorporeal creatures cannot bypass it as they can with normal armor. Note: Because 3.5 Epic spell system is very wonky, and overpriced, it was rewritten for 10th spell level. 3.5 Version can be found here.
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    halfgiantH
    Breach (Abjuration) Range: Sight of Caster Casting Time: 5 Duration: Instant Area of Effect: 1 Creature Saving Throw: None When this spell is cast at a creature, it breaches and dispels all of the specific and combat protections on a target creature. Here is a complete list of all the specific protection spells that are dispelled by breach: shield, protection circle, resist fear, protection from fire/cold, fireshield, protection from acid, protection from electricity, protection from magic energy, protection from the elements, and protection from energy. The combat protection spells dispelled by this spell are protection from nor- mai missiles, protection from normal weapons, protection from magic weapons, stoneskins, armor, ghost armor, spirit armor, absolute immunity, mantle, and improved mantle.The target’s magic resistance, if it has any, does not affect this spell. Reference: Baldur’s Gate II Shadow of Amn [Manual]; page 141.
  • Greater Malison

    Game Discussion saving throws spells malison
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    halfgiantH
    Greater Malison (Enchantment / Charm) Level: 4 Range: 60 ft. Components: V Casting Time: 4 Duration: 2 rds/level Area of Effect: 30-ft. radius sphere Saving Throw: None This spell operates exactly like the 3rd level minor malison spell; it allows a wizard to adversely affect all the saving throws of his enemies. The wizards places a -2 penalty on saving throws of all hostile creatures within the area of effect. Optionally, the wizard can impose a -3 penalty to saving throws against spells from one school of magic. This penalty is not cumulative with the specialist wizard saving throw penalty; the penalty is not increased to -4. Reference: Wizards Spell Compendium; Volume 2; Page 414
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    halfgiantH
    Pierce Magic Resistance (Alteration) Level: 5 Range: 0 Components: V, S, M Casting Time: 5 Duration: Special Area of Effect: 1 Spell Saving Throw: None Pierce magic resistance makes another spell more potent: It pierces magic resistance and some spells that shield a target from spells. Casting pierce magic resistance affects only the spell a wizard casts in the next round. If the target of the second spell has magic resistance, its magic resistance check is rolled twice . Unless both checks succeed, the spell pierces the creature’s magic resistance. For example, if Therdillion the Invoker casts pierce magic resistance, then a disintegrate spell at a creature with 50% magic resistance, the DM rolls the resistance twice to see if it proves effective . Unless both resistance rolls succeed, the spell gets through, forcing the creature to make a saving throw against the disintegration spell . If the saving throw is failed, the creature is disintegrated. The pierce magic resistance spell has a 50% chance of chance of instantly dispelling protections against spells of 5th level or less, including shield, gaze reflection, minor globe of invulnerability, protection from cantrips, protection from weapons (any), protection from magic (any), as well as any wall spell within these limits, including wall of force . Nonmetal protective charms and amulets that add +2 or less to saving throws vs . spell must make a saving throw vs, disintegration or shatter after the saving creature’s saving throw is resolved. The material component is a small iron spike or knife. Reference: Wizards Spell Compendium; Volume 3; Page 666
  • 0 Votes
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    halfgiantH
    Pierce Any Shield (Alteration) Level: 9 Range: 0 Components: V, S, M Casting Time: 1 rd. Duration: 1 rd. Area of Effect: Special Saving Throw: None A more powerful version of pierce magic resistance, this spell is cast one round before an offensive spell. The spell cast immediately after pierce any shield cannot be stopped by any known means: magic resistance, spell turning, or absorption, anti-magic shell, counterspell immunity, and so on. The only defense for the target of this spell is a saving throw, if the spell in question allows one. Even then, such rolls suffer a -5 penalty. The pierce any resistance spell does not protect the caster from events that would normally disrupt the casting of the second spell. The material component is a silver spike of knife. Reference: Wizards Spell Compendium (2E), Volume 3; Page 666.
  • Gravity Bow

    Game Discussion spells transmutation buff
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    halfgiantH
    Gravity Bow School transmutation; Level ranger 1, sorcerer/wizard 1; Elemental School metal 1, void 1 CASTING Casting Time 1 standard action Components V, S EFFECT Range personal Targets you Duration 1 minute/level (D) DESCRIPTION Gravity bow significantly increases the weight and density of arrows or bolts fired from your bow or crossbow the instant before they strike their target and then return them to normal a few moments later. Any arrow fired from a bow or crossbow you are carrying when the spell is cast deals damage as if one size larger than it actually is. For instance, an arrow fired from a Medium longbow normally deals 1d8 points of damage, but it would instead deal 2d6 points of damage if fired from a gravity bow (see table on this page for associated increase/decrease in damage due to size change). Only you can benefit from this spell. If anyone else uses your bow to make an attack the arrows deal damage as normal for their size. Table: Weapon Damage Size Conversion Tiny Weapon Damage Small Weapon Damage Medium Weapon Damage Large Weapon Damage Huge Weapon Damage — 1 1d2 1d3 1d4 1 1d2 1d3 1d4 1d6 1d2 1d3 1d4 1d6 1d8 1d3 1d4 1d6 1d8 2d6 1d4 1d6 1d8 2d6 3d6 1d6 1d8 1d10 2d8 3d8 1d8 1d10 1d12 3d6 4d6 1d4 1d6 2d4 2d6 3d6 1d8 1d10 2d6 3d6 4d6 1d10 2d6 2d8 3d8 4d8 2d6 2d8 2d10 4d8 6d8
  • Mighty Wallop, Greater

    Game Discussion spells transmutation buff
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    halfgiantH
    Mighty Wallop, Greater (Races of the Dragon) Transmutation Level: Sorcerer 3, Wizard 3, Spellthief 3, Components: Duration: 1 hour/level As mighty wallop, except that the bludgeoning melee weapon damage increases by one size category for every four caster levels you have, to a maximum of five size categories or up to an effective size of Colossal. For a Small weapon that increases by more than one size category, begin by referring to the table in the mighty wallop spell description. Once the weapon has been adjusted to an effective size of Medium, or if it was already a Medium or larger weapon, refer to Table 2-2: Increasing Damage by Weapon Size (DMG 28).
  • Giant Size

    Game Discussion spells transmutation buff
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    halfgiantH
    Giant Size (Oriental Adventures / Complete Arcane) Transmutation Level: Wu Jen 7, Hero 8, Components: V, S, M, Casting Time: 1 round Range: Personal Target: You Duration: 1 minute When you cast this spell, your body assumes truly gigantic proportions. The spell causes you to grow to Huge or larger size, depending on your caster level. Your Strength, Dexterity, Constitution, natural armor, and size modifier to AC and attacks all change based on your new size, as shown on the table below. The only equipment that changes size with you is ordinary, mundane clothing, so you may not be able to use weapons or magic items effectively in your giant form. Material Component: The scale of a dragon or hairs from the head of a giant.
  • Sakkratar's Triple Strike

    Game Discussion spells transmutation buff
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    halfgiantH
    Sakkratar’s Triple Strike (Lost Empires of Faerûn) Transmutation Level: Sorcerer 5, Wizard 5, Components: V, S, M, Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: One creature/level, no two of which may be more than 30 ft. apart Duration: 1 round Saving Throw: Fortitude negates (harmless) Spell Resistance: Yes (harmless) This spell, created by a coronal of Cormanthyr from days long past, imbues a number of targets with devastating speed in battle. Each subject of Sakkratar’s triple strike can take two extra attacks when making a full attack action, provided that it attacks with a melee weapon it is holding. These extra attacks are made using the subject’s full base attack bonus, plus any modifiers appropriate to the situation. In addition, each affected creature’s melee weapon bursts into pure white flame, gaining the keen and flaming burst special abilities for the duration of the spell. This effect is not cumulative with similar effects, such as a haste spell or a weapon of speed, nor does it grant an extra action. Material Component: A three-faceted prism.
  • Owl's Insight

    Game Discussion spells buff
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    halfgiantH
    Owl’s Insight (Spell Compendium, p. 152) Transmutation Level: Druid 5, Components: V, S, Casting Time: 1 standard action Range: Touch Target: Creature touched Duration: 1 hour Saving Throw: Fortitude negates (harmless) Spell Resistance: Yes (harmless) As you cast this spell, your face is overlaid with the image of a snow owl. The image fades as you bestow your ally with comprehension. The subject gains an insight bonus to Wisdom equal to 1/2 your caster level.
  • Energy Alteration

    Game Discussion spells artificer infusion
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    halfgiantH
    @daermadm water based lube, why how environmental of you! Lmao
  • Calculating Spell DC

    Rules Discussion spells 3.5e
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    halfgiantH
    Increase your effective Caster Level Orange Ioun Stone: +1 Caster Level Create Magic Tattoo (Spell, Spell Compendium): +1 Caster level Ring of arcane might : +2 Prayer bead: +1 Practiced Spell Caster +4 caster level Spell Penetration: +2 Caster Level (caster level checks only) Spell Penetration, Greater: [stacks with spell penetration]
  • Magic Zone

    Moved House Rules spells official custom house rule 3.5e
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    daermadmD
    Magic Zone Conjuration (Summoning) Level: Sor/Wiz 9 Components: V,S,M or F (see text) Casting Time: 1 full round Range: 100 yards + 10 yards/caster level Effect: 5’ radius sphere + 1’ / caster level Duration: Permanent or 1 round (see text) Saving Throw: None Spell Resistance: See Text Depending on the version of the spell you wish to cast, Magic Zone has three effects. When cast in any version, Magic Zone creates a sphere of magical energy. The Dead Zone and Wild Zone effects do extend under ground if the target area would include it. The Spellfire Sphere does not penetrate solid objects, but if cast in air or water it is a full sphere. Dead Zone: To use this version of the spell, the caster must know the exact location of an existing Dead Magic Zone (DMZ). When cast, this version of the spell basically moves a section of the known DMZ to the target area of the spell. Dead Zone cannot be targeted on a person or object. This version of the spell is permanent. A Limited Wish will dismiss it back to its original location or a Wish will destroy it. The material component for this spell is piece of a magical staff that was drained of its power. Wild Zone: This version of the spell is creates a sphere of magical influence just like Dead Zone, except the area is a wild magic area. To cast this version of the spell, the caster must know the location of a Wild Magic Zone, or have a Rod of Wonder. Wild Zone cannot be targeted on a person or object. This version of the spell is permanent. A Limited Wish will dismiss it back to its original location or a Wish will destroy it. The focus for this version is a pendant with the symbol of chaos etched on it and made from fools gold. If the Rod of Wonder is used in lieu of a known Wild Magic Zone, it is consumed in the casting. Spellfire Sphere: Casting the Spellfire Sphere version of Magic Zone creates a ball of spellfire in the area of effect. It last for an entire round and causes 7d10 damage to any creature caught inside of it, no save. The Spellfire Sphere has a 10% chance of draining the most powerful magic item caught in the area of effect and using that power to sustain itself for another round. If it does drain an item and continue for another round, it again has a 10% chance of draining the next most powerful item in the area of effect and continuing for a third round. In theory a Spellfire Sphere could burn as long as there are magic items in its area of effect to power it. Artifacts are immune to this effect and intelligent items get a saving throw equivalent to its owner’s save. If the Sphere fails to drain an item because it is an artifact or intelligent item that saved, it burns out after that round. This version of the spell can be resisted but the nature of the raw energy makes it harder to resist, causing a -5 penalty to anyone trying to resist.
  • Baleful Polymorph

    Rules Discussion spells house rule official
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    daermadmD
    Baleful Polymorph work as per page 202 of the D&D 3.5 edition players handbook. Baleful Polymorph Transmutation Level: Drd 5, Sor/Wiz 5 Components: V, S Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: One creature Duration: Permanent Saving Throw: Fortitude negates, Will partial; see text Spell Resistance: Yes You change the subject into a Small or smaller animal of no more than 1 HD (such as a dog, lizard, monkey, or toad). The subject takes on all the statistics and spec- ial abilities of an average member of the new form in place of its own except as follows: o The target retains its own alignment (and personality, within the limits of the new form’s ability scores). o If the target has the shapechanger subtype, it retains that subtype. o The target retains its own hit points. o The target is treated has having its nor- mal Hit Dice for purpose of adjudicating effects based on HD, such as the sleep spell, though it uses the new form’s base attack bonus, base save bonuses, and all other statistics derived from Hit Dice. o The target also retains the ability to understand (but not to speak) the langu- ages it understood in its original form. It can write in the languages it understands, but only the form is capable of writing in some manner (such as drawing in the dirt with a paw). See Errata for more.
  • Polymorph

    Rules Discussion spells house rule official
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    daermadmD
    Polymorph works as per the spell description, but you have the option of having it lasting 1 minute (10 rounds) or concentration.
  • Sleep

    Rules Discussion spells house rule official in flux
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    daermadmD
    Sleep 1st-level enchantment Casting Time: 1 action Range: 90 feet Components: V, S, M (a pinch of fine sand, rose petals, or a cricket) Duration: 1 minute This spell sends creatures into a magical slumber. Roll 1d12; the total is how many hit dice of creatures this spell can affect, starting with weaker creatures first. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points hit dice (ignoring unconscious creatures). Starting with the creature that has the lowest current hit points hit dice, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature’s hit points hit dice from the total before moving on to the creature with the next lowest hit points hit dice. A creature’s hit points hit dice must be equal to or less than the remaining total for that creature to be affected. Creatures with hit dice equal to or more than the casters spell casting class level are entitled to a Wisdom saving throw. On a failed save, the creatue is affected as above. On a successful save, the creature is unaffected. Undead and creatures immune to being charmed aren’t affected by this spell. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, roll an additional 1d12 1d6 hit dice for each slot level above 1st.
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    daermadmD
    A Cantrip is a spell that can be cast at will, without using a spell slot and without being prepared in advance. All cantrip spells are level 0. Under our spell point system, all cantrips are considered at-will, costing 0 spell points. A caster may only know as many cantrips as described in their class description.