New Spells
For 3.5e D&D
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 piece of tarnished silver wire.
XP Cost:
50 xp
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
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
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. The spell lasts 1 round per level or Concentration, whichever is less, allowing the caster to throw one bolt per round. Any bolt unused is lost. A bolt requires a ranged touch attack and does 3d6 fire damage. The material component is a few splinters of wood.
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.
Find Water
Divination
Level:
Druid 0, Ranger 0, Water 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, Celerity 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).
I needed a level 0 Celerity
domain spell. This is the effect of
Longstrider
with the duration of
Expeditious Retreat.
Foggy Breath
Evocation
Level:
Druid 0, Wiz/Sorc 0, Weather 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 Blow
Divination
Level:
Pal 0, War 0
Components:
V, DF
Casting Time:
1 free action
Range:
Personal
Target:
You
Duration:
1 attack this round
Cast as a free action just before making a single attack, this gives that one attack a +4 insight bonus to hit, if the target of the attack is evil. If it's not evil, the spell has no effect.
In my
house rules
Paladins get cantrips. There are also
domain spells at level 0.
This might be a bit good as a free action. Move-equivalent is probably more balanced. Standard action would be very weak.
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
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 a type of roll to which the curse applies (eg only the next Fortitude save).
Ray of Biting Winter [Ray of Blazing Flame]
Evocation [Fire] [or Cold]
Level:
Sor/Wiz 1, Fire [Cold] 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...
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, as an Insight bonus:
This ability grants you a +2 insight bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn't stone but that is disguised as stone also counts as unusual stonework. If you merely come within 10 feet of unusual stonework, you can make a Search check as if actively searching, and can use the Search skill to find stonework traps as a rogue can. 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
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, gecko.
Weaken Resolve
Enchantment (Compulsion) [Mind-Affecting]
Level:
Bard 0, Domination 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.