New Spells
For Pathfinder
Animate Wardskull
Necromancy
Level: Clr 3, Wiz/Sorc 4
Components: V, S, M, DF
Casting Time: 5 minutes
Range: Touch
Target: Skull or Skeleton Touched
Duration: Permanent
Saving Throw: None
Spell Resistance: Yes
This spell turns one skull into a Wardskull,
or one animated skeleton already under the creator's control into a
Skeleton Ward.
You can then set the Wardskull as a guard. It will telepathically alert
you if within Medium range (100 ft. + 10 ft./level) and you succeed on
a caster level check vs DC 20. You can (with concentration, and the
same check each round) see and hear through that skull. If the skull is
destroyed while in such contact, you must make a Will Save (DC 15) or
be Stunned for 1 round. If it is Turned, contact is lost but you are
not stunned.
You can have as many as one Wardskull per level under your command at
any time, but you may communicate telepathically with only one at a
time.
The material component is a 10' long piece of tarnished silver wire
worth 20gp.
Beast Whisper
Divination
Level: Drd 0, Rgr 0, Animal 0
Components: V, DF
Casting Time: 1 standard action
Range: Short (25 ft + 5ft/2 levels)
Duration: 1 min/level
Saving Throw: None
Spell Resistance: Yes
This allows the caster to empathise with one specific animal, allowing
better basic communication. This gives him a +4 insight bonus to Handle
Animal, Ride and Wild Empathy checks.
I just needed a level 0 Animal domain spell...
Chant
Enchantment (Compulsion) [Mind-Affecting]
Level: Clr 2, Pal 2, Wit 2
Components: V, DF
Casting Time: 1 standard action
Range: 30 ft
Duration: Concentration, max 10 mins/level
Saving Throw: None
Spell Resistance: Yes
As Prayer for as long as the chant continues. If
struck during the chant, the caster must make a Concentration roll to
continue.
Of course, this is
just the 1e Chant spell reinstated. You can't have
evil priests without Chant. They'd have nothing to do.
Create Air
Conjuration
Level: Drd 0, Wiz/Sorc 0, Air 0, Sum 0
Components: V, S, DF
Casting Time: 1 standard action
Range: 0
Duration: Concentration, max 1 min/level
Saving Throw: None
Spell Resistance: No
This creates a continuous stream of fresh, breathable air from the
caster's fingertip at a rate of one litre per second. A character may
breathe this air if underwater or in a noxious atmosphere by putting
the finger in his mouth.
The obvious
counterpart to Create Water for underwater campaigns.
Fiery Bolt
Evocation [Fire]
Level: Sor/Wiz 3, Fire 3
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft + 10 ft/level)
Effect: 1 bolt/level
Duration: 1 round/level (C)
Saving Throw: None
Spell Resistance: Yes
You create fiery bolts that you can hurl at your enemies. You can throw one bolt per
round as a ranged touch attack, doing 3d6 fire damage. Any bolt unused is lost.
This spell does not function underwater.
Material Component: A piece of flint and a piece of
iron.
This is part of
the 3.0 Flame Arrow, brought up to a worthwhile standard.
It's still a bit so-so, as it's low impact, you'll seldom use all that duration and you will probably have better things to do.
Find Water
Divination
Level: Druid 0, Ranger 0, Water 0, Wit 0
Components: V, S, DF
Casting Time: 1 standard action
Range: Long (400 ft + 40 ft/level)
Area: Quarter circle emanating from you to the
extreme of the range
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
This spell finds the nearest body of natural, accessible (ie, at or
very near the surface), drinkable water. It will detect normal ice. It
will not detect magical water, water elementals, salt water, water in
bottles, steam or other forms of water.
In my house rules Rangers
get cantrips. There are also domain spells at level 0.
Finger Flame
Evocation [Fire]
Level: Sor/Wiz 0, Druid 0, Bard 0, Ranger 0, Fire 0
Components: V, S, DF
Casting Time: 1 standard action
Range: 0
Target: One of your own fingers
Duration: Concentration, up to 1 min/level (D)
Saving Throw: None
Spell Resistance: No
A small smokeless flame (equivalent to that of a candle) appears at
your fingertip and remains there for as long as you concentrate. You
can adjust the flame down to 1/4" up up to 2" long. It will not blow
out, and will continue to burn underwater. That finger gains resistance
to fire (2 damage per round) for the duration of the spell, so you
won't burn yourself.
The flame does 1 point of damage on a successful attack (you must
penetrate armour).
Fleet Foot
Transmutation
Level: Rgr 0, Wiz/Sorc 0, Inq 0
Components: V, S
Casting Time: 1 action
Range: Personal
Target: You
Duration: 1 minute/level
This spell increases your base land speed by 10 feet. (This adjustment
is treated as an enhancement bonus.) There is no effect on other modes
of movement, such as burrow, climb, fly, or swim. As with any effect
that increases your speed, this spell affects your jumping distance
(see the Jump skill).
This is the effect of Longstrider with the duration
of Expeditious Retreat.
Foggy Breath
Evocation
Level: Druid 0, Wiz/Sorc 0, Weather 0, Wit 0
Components: V, S
Casting Time: 1 action
Range: Personal
Target: You
Duration: 1 minute/level
This allows you to breathe clouds of thick fog. Each round, you can
fill your own or an adjacent 5' cube with fog, equivalent to that from
a Fog Cloud spell.
The fog obscures all sight, including darkvision, beyond 5 feet. A
creature within 5 feet has concealment (attacks have a 20% miss
chance). Creatures farther away have total concealment (50% miss
chance, and the attacker can't use sight to locate the target). The fog
will dissipate normally, moving with the wind.
The spell does not function underwater.
Heave
Transmutation
Level: Pal 0, Strength 0
Components: V, DF
Casting Time: 1 action
Range: Personal
Target: Creature Touched
Duration: 1 round
Gives the subject a +4 Enhancement bonus to Strength.
I needed a level 0
Strength domain spell.
Holy/Unholy/Axiomatic/Anarchic
Blow
Divination
Level: Pal 0, War 0, Inq 0
Components: V, DF
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round
Your next single attack roll (if it is made before the end of the next
round) gains a +4 insight bonus, if the target of the attack is of an
opposite alignment. In addition, the strike is treated as aligned for
purposes of damage reduction.
If the target of the attack is not of an opposite alignment,
the spell has no effect.
In my house rules Paladins
get cantrips. There are also domain spells at level 0.
Miasma of Despair
Necromancy (Fear, Mind-affecting)
Level: Clr 4, Sor/Wiz 4
Components: V, S, M/DF
Casting Time: 1 standard action
Range: Medium (100 ft + 10ft/level)
Effect: Cloud 50' radius, 20' high
Duration: 1 round/level, plus 1 min/level
Saving Throw: Will special
Spell Resistance: Yes
Creates an invisible, cold cloud with the smell of an ancient tomb. Any
opponent within it must make a Will Saving Throw or lose all hope.
Affected creatures are Frightened, but fight at -4 to hit and half
damage, get -4 on all saving throws and checks, and must make a new
saving throw every round to attack or cast spells at all. If reduced to
half hp or less, an affected creature will surrender to any significant
threat.
Those making a successful saving throw against the initial spell are
Shaken.
The cloud itself appears by the caster and moves at 20' per round until
its centre is at the spell's range limit. It dissipates within a few
rounds, but the fear effects last another 1 minute per level.
Material Component: A pinch of dust from a
dessicated corpse.
Minor Curse
Necromancy
Level: Clr 0, Evil 0, Wit 0
Components: V, S, DF
Casting Time: 1 standard action
Range: Close (25 ft + 5ft/ 2 levels)
Target: One creature
Duration: 1 minute/level
Saving Throw: Will negates
Spell Resistance: Yes
This causes a -1 penalty on the next roll (eg a saving throw, attack,
skill check, etc) made by the affected character. The spell then ends.
The caster may specify, as specifically as desired, a type of roll to
which the curse applies (eg only the next Fortitude save, or against
the next Hold Person).
Ray of Biting Winter [Ray of Blazing Flame]
Evocation [Cold] [or Fire]
Level: Sor/Wiz 1, [Fire] 1
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft + 5 ft / 2 levels)
Effect: Ray
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
As Ray of Frost or Fire (qv), doing 1d4 fire damage per level, to a
maximum of 10d4.
The Ray of Blazing Flame will ignite most flammable things, though this
depends on the caster's level.
Similar in concept
to Scorching Ray but more coherently balanced.
IMHO, Scorching Ray is a bit weak.
Ray of Fire
Evocation [Fire]
Level: Sor/Wiz 0, Fire 0
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft + 5 ft / 2 levels)
Effect: Ray
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
As Ray of Frost, but 1d3 fire damage. It will ignite easily flammable
objects (paper, oil, thin wood) but not heavy or damp wood.
Clearly, having Ray
of Frost and Elemental Substition makes this unnecessary.
OTOH, we can't all have that.
Regrow Body
Transmutation
Level: Drd 4
Components: V, S, M, DF
Casting Time: 1 hour
Range: Touch
Target: Dead creature touched
Duration: Instantaneous
Saving Throw: None; see text
Spell Resistance: Yes (harmless)
This spell allows the caster to grow a new body for the dead creature
as though it were a plant. It requires a piece of the body (at least a
pound of flesh), which is buried in a sunny, fertile spot. Over the
following full lunar month, it grows into a large (5 ft) cabbage-like
cocoon, within which is an identical copy of the original body, with
ageing effects but without scars or missing limbs.
During the growth phase, the growing plant should be fertilised,
watered, kept clear of weeds and protected from herbivores, though this
requires no special abilities beyond basic gardening or agriculture
(DC5 applicable Profession or Knowledge-Nature). If the cocoon is
significantly damaged in this period, the subject will die. The subject
is unconscious and helpless for all this time. At the end of this
period, the cocoon shrivels and dies, and the regrown body emerges. It
will be physically weak and stiff (half Str and Dex; both recover in
one day) but otherwise healthy.
The regrown body retains all its former abilities, except for the loss
of one level (or 2 points of Con if it was 1st level). A creature that
has been turned into an undead creature or killed by a death effect
can't be returned to life by this spell.
Compared to Raise Dead, it's lower level, but takes a LONG time and
some care and attention.
Compared to Reincarnate, it doesn't bugger your campaign up and is IMHO
rather more druidic.
Relax
Enchantment (Compulsion) [Mind-Affecting]
Level: Bard 0, Law 0
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 min/level
Saving Throw: Will negates
Spell Resistance: Yes
This acts as Calm Emotions on the one target.
The obligatory level 0 Law domain spell...
Relax
Conjuration
Level: Druid 0, Sorc/Wiz 0, Wit 0
Components: V, S, M, DF
Casting Time: 1 standard action
Range: 0
Target: Creature touched
Duration: Instantaneous
Saving Throw: Fortitude negates
Spell Resistance: No
The caster breathes out a cloud of foul vapour in a 10' cone. Any creature in this area must make a Fortitude (Poison) save or be sickened for 1 round.
The material component is a clove of garlic, put into the mouth.
Stonecunning
Divination
Level: Drd 0, Rgr 0, Earth 0
Components: V, S, DF
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 minute/level
This gives you the Stonecunning ability native to dwarves.
You gain a +2 bonus on Perception checks to notice unusual stonework,
such as traps and hidden doors located in stone walls or floors.
You receive a check to notice such features whenever you pass within 10
feet of them, whether or not you are actively looking.
You can also intuit depth, sensing your approximate depth underground
as naturally as a human can sense which way is up.
Summon Small
Animal
Conjuration (Summoning)
Level: Brd 0, Clr 0, Drd 0, Rgr 0, Sor/Wiz 0, Sum 0, Wit 0
Components: V, S, F, DF
Casting Time: 1 round
Range: Touch
Effect: One summoned creature
Duration: 1 round/level (D)
Saving Throw: None
Spell Resistance: No
This is effectively both Summon Monster 0 and Summon
Nature's Ally 0. As such, it follows the rules for those
spells, including Spontaneous Casting by druids.
The spell allows the caster to produce one normal Tiny or Diminutive
and essentially harmless animal from a hat, bag or other container (the
focus).
The caster has no control over the animal summoned, unless he has some
other way of communicating with or influencing it.
The animal will be something like: mouse, rabbit, small rat, pigeon,
nightingale, canary, frog, trout, moth or gecko.
Weaken
Resolve
Enchantment (Compulsion) [Mind-Affecting]
Level: Bard 0, Domination 0, Inq 0, Wit 0
Components: V, S, DF
Casting Time: 1 standard action
Range: Close (25 ft + 5ft/ 2 levels)
Target: One creature
Duration: 1 minute/level
Saving Throw: Will negates
Spell Resistance: Yes
This weakens the target's willpower, making it less resistant to
persuasion and influence. The target suffers a -4 penalty to resist
Bluff, Diplomacy and Intimidate checks. It does not affect Will saves,
morale or other checks.