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New Spells

Spell Name: Minute Form Schools: Alteration Area of Effect: The caster Casting Time: 1 turn Components: V, S, M Duration: 2-8 rounds Range: 0 Saving Throw: None Reversible: True Level: 8 This spell allows the caster to assume truly gigantic proportions. As soon as the spell is cast, the wujen must make a system shock roll. If the roll is failed, the individual permanently loses 1 point of Constitution. The spell causes the caster to instantly grow, adding a height of 3 feet for every level of experience. An 18th-level wu jen would be about 60 feet tall and a 29th-level caster would stand a colossal 93 feet tall. The Strength of the caster increases proportionately--1 point of Strength for every three levels of experience, to a maximum of 25. However, the giant form is awkward and clumsy, so the caster does not receive any hit bonuses for his increased Strength (although he does receive damage bonuses). The percentile scores for an 18 Strength are ignored, going directly from 18 to 19 in Strength. Damage bonuses for Strengths above 18 are equal to +6, plus 1 point for every point of Strength greater than 18. The Armor Class of the caster is improved by 1 for every 12 feet of height gained. The hit points of the caster remain unchanged. The movement rate also remains unchanged, because of the slow and lumbering body of the caster. While in giant form, the caster cannot cast spells of any type. Items carried by the caster do not increase in size, except for normal clothing. Obviously, because of this, the wu jen cannot use normal weapons. However, he can uproot trees to use as clubs (2d10 points ofdamage, plus Strength) if a successful bend bars/lift gates roll is made. Boulders can be hurled, again if a successful bend bars/lift gates roll is made. Each boulder thrown causes 3d6 points of damage. Other acts of rampage and destruction must be adjudicated by the DM, using the general guidelines of Strength and the bend bars/lift gates roll. Also, since the spell causes a sudden spurt of growth, the caster should take care in picking the place the spell is used. If cast underground or in an area smaller than the full size attained by the caster, the caster will take damage, possibly even dying because of the squeezing and crushing that occurs. The material component for this spell is the scale of a dragon or hairs from the head of a giant. The reverse of this spell is Minute Form. When cast, the size of the caster reduces by three inches per level. An 18th- level caster reduces by 54 inches. When the caster shrinks to one inch in height only 1/8th of an inch is lost per level thereafter. The maximum reduction allowed is 1 1/8th inch tall. The Armor Class of the caster remains unchanged. However, the individual must be seen to be hit! The movement rate is reduced by 1 per foot of height lost. Upon reaching the last foot of height, the movement rate is reduced by 1 for every further 3- inch reduction in height. The movement rate cannot be less than 1 per round. Upon reaching one foot in height, the creature suffers only half normal damage from falls. At one inch or less of height, no damage is suffered from falls. However, the creature is highly susceptible to winds and breezes and can be blown about easily by Gust of Wind, Wind Breath, and similar spells. Although all items shrink when this spell is cast, most are rendered unusable or negligible in their effect. The ranges and effects of magical items and spells are adjusted proportionately to their size. The material component for this spell is a flea, swallowed by the caster. Notes: Common in oriental settings; otherwise very rare. Source: Wizard's Spell Compendium, Vol. 2.406
Protection From Gas, 5-Foot Radius Schools: Abjuration Area of Effect: 5' radius around creature Casting Time: 1 Components: V, S, M Duration: 2 rounds/level Range: Touch Saving Throw: None Level: 4 Description: All remaining within this globe of protection are immune to toxic gases, poisonous vapors, and similar hazards. The 5-foot radius sphere is centered on and moves with the caster. Harmless vapors that only obscure vision are unaffected, and the sphere has no effect on gaseous creatures. The degree of protection depends on the caster's level. At 7th level, this spell protects against gases of nonmagical origin and those created by 1st-and 2nd-level spells (such as Stinking Cloud). Against other magical gases, the protected creatures receive a +2 bonus to any saving throw allowed. At 9th level, immunity is gained to magical gases created by spells of 4th level or magical creatures of less than 8 Hit Dice. At 12th level, the protection is extended to spells of 6th level and creatures of less than 16 Hit Dice (such as a gorgon's breath). At 15th level, protection is extended to all such effects except those that are of demipower- or artifact-level origin. This spell's unusually short casting time allows its rapid use when toxic gas is detected. Notes: Uncommon for abjurers and air mages; otherwise, rare. Source: Wizard's Spell Compendium, Vol. 3.702
Spell Name: Summon Least Yugoloth Schools: Conjuration/Summoning Area of Effect: 1 least yugoloth Casting Time: 2 turns Components: V, S, M Duration: Special Range: 5 yards Saving Throw: Neg. Level: 6 Description: Using this spell, a wizard can summon a least yugoloth guardian to protect something of importance. The yugoloth is under the wizard's complete control, and will obey commands of its master even after the master's death. The yugoloth must stay within 90 yards of the charge or be subject to fits of searing-- ultimately lethal--pain. The most important component for the spell is the true name of the individual yugoloth to be summoned. Finding such a name is a difficult task, and only through exacting research or dark pacts with other fell creatures can a wizard obtain a least yugoloth's name. The material component is a ruby worth at least 500 gp, which is destroyed in the casting. The reverse, Banish Least Yugoloth, will send a least yugoloth back to its home plane. If the creatare's true name is used, the banishment is automatic. If the true name is not used, the creature receives a saving throw versus spell at a -2 penalty against the banishment. The material component for the banishment is a pinch of powdered silver mixed with holy water. Notes: Uncommon spell for evil spellcasters; otherwise, very rare. Seeking this knowledge is an evil act. Source: Wizard's Spell Compendium, Vol. 4.895
Spell Name: Magic Disk Schools: Invocation/Evocation, Force Area of Effect: 1 creature per round Casting Time: 1 Components: V, S, M Duration: 1 turn Range: 20 yards Saving Throw: None Level: 1 Description: This spell conjures a glowing disk of magical energy about a foot in diameter. The witch can throw the disk at opponents once per round. The device confers a +3 bonus to attack rolls and can affect creatures struck only by magical weapons. The disc can be hurled at an opponent fleeing around a corner and it will follow, but this reduces the attack bonus to +1. A hit inflicts 1 point of damage upon the target creature. After each throw, the disk returns to the caster's hand, ready for the next round. Instead of throwing the disk multiple times, the caster may instead choose to expend all the disk's energy in a single hit. In this event, the Magic Disk inflicts 1d6 points of damage, plus 1 point per level to a maximum of 1d6 + 10. The caster can specify normal or subdual damage (the latter is 25% real and 75% temporary). If the caster misses, the disk returns and can be thrown each round, until a hit is scored or the duration runs out. The material component is a silver piece. Notes: Restricted to witches (and optionally force mages); common. An earlier version of this spell, differing only in the shape of the force, was Magic Boomerang (which might be allowed to Savage mages). Source: Wizard's Spell Compendium, Vol. 2.531
Spell Name: Otiluke's Boiling Oil Bath Schools: Conjuration/Summoning, Invocation/Evocation Area of Effect: Instantaneous Casting Time: 2 Components: V, S, M Duration: 2 segments Range: 60 yards Saving Throw: Neg. Level: 2 Description: This spell creates a cauldron-shaped container of force filled with boiling oil, which appears over the target creature's head. The cauldron dumps its contents onto the creature unless a successful saving throw versus spell is made. Success means the creature notes the cauldron's sudden appearance and leaps clear before the oil is poured. A creature who fails takes the full dose of boiling oil, suffering 3d4 heat damage. The material components are a few drops of oil and a pinch of sulphur. Notes: Uncommon or rare spell (WoG). Source: Wizard's Spell Compendium, Vol. 3.637
Spell Name: Temporal Freedom Schools: Alteration Area of Effect: Creature touched Casting Time: 1 rd. Components: V, S, M Duration: 1 day Range: Touch Saving Throw: None Level: 8 Description: This spell provides protection against any spell creating a stasis effect that would affect the protected creature. Examples of such spells include Phezult's Sleep of Ages, Temporal Stasis, and Time Stop. For example, a being within the confines of a Time Stop and protected by Temporal Freedom remains free to hear, see, and act; but could pretend to be frozen until the caster of the Time Stop drew near, turned away, or left himself open to attack. After providing its protection against one such a spell, however, the spell ends. The Temporal Freedom spell also confers immunity to aging attacks upon the protected creature, such as those of a ghost. It does not prevent aging side effects, such as those caused by a Gate spell or a Potion of Speed. This protection lasts as long as the spell, to a maximum duration of one day. The material component is a pinch of bone dust. The caster ages 6 months immediately upon casting the spell. Notes: Very rare spell. (Updated from DRAGON Magazine.) Source: Wizard's Spell Compendium, Vol. 4.925
May I have a Protection From Gas on scroll for next diaper change?
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from Anandak's hoard Curse of Yondalla (from Demihuman Deities) (Pr 7; Alteration, Abjuration) Sphere: Time Range: 20 yards Components: V, S, M Duration: Special Casting Time: 1 round Area of Effect: One creature Saving Throw: Neg. The curse of Yondalla is reserved for creatures who have greatly offended Yondalla - for example by completely destroying a halfling community or killing innocent and defenseless halflings, such as the aged or very young. A creature afflicted by curse of Yondalla is stunned and unable to act offensively if it fails a saving throw vs. spell. It then returns to infancy over the period of a turn, growing younger slowly at first and then rapidly, until it is once again an infant specimen of its species. No system shock survival roll is required. The infant has no memory of its previous life. Commonly, a halfling community or the priest then raises the infant to respect halflings and the ways of Yondalla. An infant of a species inherently unsafe for such folk to raise (say, a troll or a dragon), it is placed with a foster parent of a species able to properly raise it in a positive moral and ethical fashion. An undead creature of less than divine status that fails its saving throw is destroyed by this spell, but a creature of extraplanar origin that fails its, saving throw is merely cast back to its home plane and unable to return to the Prime Material Plane for 10d10 years. A creature with magic resistance has it reduced by a -25% penalty against the effects of a curse of Yondalla. A creature that successfully saves still suffers 3d8+3 points of damage or half its remaining hit points in damage, whichever is less. The bestowed curse of Yondalla cannot be dispelled. It can be countered by a remove curse from the same priest of Yondalla who cast it or by any good priest whose level exceeds the original caster's level; it can also be negated by a full wish. When the curse if removed, the creature returns to its normal age over the course of 1 turn (requiring no system shock survival roll), but it remembers any events that took place during its second youth in addition to those of its previous older life. Destroyed undead creatures can be restored or extraplanar creatures allowed to return before the end ot the allotted time only by a full wish or divine intervention. Priests of Yondalla do not cast this spell lightly. Yondalla's divine servitors or Yondalla herself are said to watch over its use and will prevent it from being successfully cast if they feel its is being misused. The material component of this spell is the priest's holy symbol.
That Art Thou - Vedic (Hindi) (Divination) Sphere: Divination Level 3 Range: 0 Components: V Casting Time: 1 Duration: 1 rd./level Area of Effect: 30-ft. radius sphere Saving Throw: None By uttering the phrase “ tat tvam asi ” (‘That art thou”), the caster’s senses become one with all beings and objects within a 30’ radius sphere centered on the caster. The caster sees and feels everything sensed by every person, caterpillar, tree, and rock in the area of effect. (A first-time caster will be surprised how much a rock feels.) The onrush of sensory information allows the caster to know of all beings and objects in the area, including hidden and invisible creatures, traps, and magic items. The caster does not sense thoughts or detect powers of creatures and objects contacted. Because the spell accesses thoughts, any being whose thoughts are masked cannot be spotted solely with this spell. While the spell is in effect, the caster can take no other action, including movement and speech. The caster can discontinue the effect at any time during the spell’s duration. Notes: Common for priests from a vedic (Indian) culture; otherwise very rare.
Death Chariot (Evocation, ConjurationlSummoning) Sphere: Elemental Fire Level: 7 Range: 10 yds. Components: V, S, M Casting Time: 1 turn Duration: Special Area of Effect: Special Saving Throw: Special When this spell is cast, a clap of thunder sounds and a billowing cloud of smoke erupts from around the caster or at a spot within 10 yards of him or her. Within this cloud appears a flaming chariot pulled by two fiery horses. The chariot moves at MV 24, F148 (D) and can carry up to nine man-sized creatures. The caster need not be among them. The chariot feels uncomfortahly hot to approach, and merely touching one of the horses inflicts 3d8 points of fire damage, but hoarding 01 touching the chariot causes no damage. Anyone ir the chariot can control its path by verbal command, causing the flaming steeds to stop or go, walk, trot, run, or fly, turn left or right, or rise or descend. The vehicle and steeds can be harmed by water or by magical weapons. One quart of water causes 1 point of damage. The steeds and chariot are AC 2 and can be dispelled by inflicting 30 points of damage upon each of them. The steeds and chariot can be forcibly returned to the elemental plane of Fire by the use of such spells as dispel magic and holy word. Fire and electricity harm neither the chariot nor the steeds, but cold-, ice-, and waterbased magic inflict double damage. The steeds are immune charm, sleep, and hold magics. Bringing an alchemy jug or a decanter of endless water into the death chariot causes the chariot to explode immediately (effects given below). A death chariot closely resembles a chariot of Surrarre, save that its enchantments are less stable and more temporary. The caster can set the spell to work one of two ways: Either the death chariot is preset to explode at any time from one round to the end of one turn after the spell is cast, or the caster can retain detonation control of the chariot by accompanying it in person. This control does not preclude the caster from taking other actions or casting spells, and does not mean that the caster has to personally command the death chariot. Note that a priest could well deceive others into thinking the death chariot is a chariot of Sustarre by touching passengers before they enter the death chariot and accompanying them. If the death chariot is preset to detonate, then at the designated moment it suddenly explodes in a gigantic ball of fire and vanishes along with its steeds. AI1 in the chariot or within 30 feet take 1Od4 points of fire-based damage (half if a saving throw vs. spell is successful). Passengers suffer a funher 2 points of blast shock as oxygen is consumed in the blast, and air rushes back in to fill the void caused by it. If the chariot vanishes in midair, passengers also fall unless magical items or spells afford escape. Readily combustible materials such as cloth, wood, paper, and oil are consumed in the blast; flaming oil damage should he added to the damage total for any chariot passengers carrying oil on their persons. All other items-including scrolls and spellbooks-receive item saving throws vs. magical fire to survive the blast. Items that also fall must make successful item saving throws vs. fall or he destroyed. A caster accompanying the chariot causes the death chariot to explode by act of will, not verbal command. The caster can hail out before igniting the trap, ride the death chariot in safety for a short trip (for example, across a chasm or down from a cliff, tower, battlement, etc.) and then leave it as a fiery trap, or even send the death chariot back at a pursuing enemy before causing it to explode. The maximum duration of a death chariot, if it is not detonated, is one round per level of the caster. If kept for its maximum duration, the death chariot fades away harmlessly. The material components me a small piece of wood, bark, or a handful of wood shavings, two holly berries, and a fire source at least equal to a torch. Notes: Granted by the nature god Silvanus of the FORGOTTEN REALMS setting
Wall of Stone Reputed to be granted by some dwarven deities as a 6th-level spell; otherwise identical to the 5th-level wizard spell.
Bane of Yondalla - Halfling (Necromancy) Sphere: Necromantic Level 5 Range: Touch Components: V. S, M Casting Time: 8 Duration: Instantaneous Area of Effect: Creature touched Saving Throw: Neg. Bane of yondalla is similar in effect to a strike by a staff of withering. A target creature that fails a saving throw vs. spell suffers the full effects. A creature afflicted by the bane of Yondalla suffers ld4+1 points of damage and ages by 10% of its natural lifespan, with the corresponding adjustments to its abilities and lifespan. If the caster is 11th level m higher, one of the creature’s limbs shrivels and becomes useless. (Roll randomly for which limb is struck, unless the priest makes a called shot against a specific limb; the bead is not considered a limb.) Ageless Creatures (undead, tanar’ri, baatezu, etc.) cannot be aged or withered. Aging a dwarf is of Little effect, while aging a one hundred ninety year old dragon (see the Monstrous Manual) or a forty four year old human wizard (see Table 12 in the Player’s Handbook) could actually aid the target. The material components of this spell are the priest’s holy symbol and a desiccated vine of some variety. Only the latter is consumed in the casting of the spell. Notes: Granted by the halfling goddess Yondalla.
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Surface Sojourn - Sea Elf (Alterationi Sphere: Animal, Elemental Water Level 1 Range: Touch Components: V, S, M Casting Time: 1 rd. Duration: 3 hrs./level Area of Effect: 1 creature Saving Throw: None Surface sojourn affects only water-dwelling beings that are capable of existing on land for short periods of time, hut who favor aquatic environments. Examples of eligible races include aquatic elves, aquatic half-elves, malenti, merfolk, and sahuagin. For the duration of this spell, the recipient can exist on land without the attendant discomfort, penalties, restrictions, or the like that doing so normally entails. During such sojourns, the affected creature is enveloped in a thin mantle of water that keeps its skin moist. The material components are the Priest’s holy symbol and a snail shell. Notes: Granted by the sea elf god Deep Sashelas
NEW MAGE SPELLS FOUND ON SCROLL IN ANANDAK'S LAIR Prismatic Shell (Level 6) Conjuration/Summoning Range: 0 Components: V Duration: 1 Turn/level Casting Time: 5 Area of Effect: 10ft radius sphere Saving Throw: None This spell enables lower-level casters to draw upon part of the Prismatic Sphere and Prismatic Wall spells for limited protection. The caster may choose one shell of the prismatic sphere and place it around himself or herself. The shell remains immobile, is the color of the caster's choosing, protects against the appropriate attack form, and is brought down in the same manner as the same color of shell produced by the prismatic sphere spell. Because the shell lacks the full visual effects of the Prismatic Sphere or Prismatic Wall spell, the shell also lacks the blinding capability of the higher-level spells. Source: Dragon Magazine, Issue #242.80 (Dec 97)
Sunscorch (Evocation) Level 3 Range: 5 yds./level Components: V. S Casting Time: 3 Duration: Instantaneous Area of Effect: 1 creature Saving Throw: 1/2 When a wizard casts this spell, an intense blast of heat emanates from his hand, forming a narrow beam that curves around obstacles and moves to follow its target, striking as unerringly as a magic missile spell. The beam bakes the target with 6d4 points of heat damage plus an additional 2d4 if the creature is wearing armor or physically touching any metal weapon or item larger than a sword, including a shield. The sunscorch spell does not require sun, heat, or even warm surroundings to work. However, a wizard cannot cast it underwater or through water, including rain or fog. The magical heat of this spell affects living flesh only. Undead or non-living objects are immune, even if they’re highly flammable or vulnerable to sunlight. Thus, a warrior carrying a skin of goat’s milk can be cooked to death while the milk remains cool and unspoiled. Notes: Common for spellcasters from an Arabian (Ie Al-Qadim) setting; otherwise, very rare.
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True Bearing (Divination) Level: 2 Range: Special Components: V. S. M , , Casting Time: 2 Duration: 1 turn Area of Effect: 1 creature Saving Throw: None The true bearing spell, used primarily by mariners of the Land of Fate, allows the recipient to pinpoint the direction in which a familiar landmark or geographical site lies. For one turn, he has a mental compass reading for a particular city, town, significant land feature, or the like. He must have visited this place before, even if it occurred by means of teleport or a magical gate. Further, the site sought by true bearing must be on the same plane of existence as the recipient. Its distance is irrelevant; the spell still reveals the proper direction though not how far away it lies. If the site is hidden by magic (that is, concealed from magical detection), the spell fails. It also fails if the site no longer exists (for example, an oasis that has dried up or a town that has been completely razed). The spell will not guide the recipient toward a living thing. Nor can it locate a portable item, such as a gem or a magical item, even if the item is currently stationary In order to cast this spell, the wizard seekng a true bearing must have water at least 10 feet deep beneath his feet. This, coupled with the “beeline” nature of the spell, makes it most useful to mariners far from land Yet stories are told of one Habib AI-Anzaro, nicknamed “The Squishy,” who made great stilts out of hollow tubes and filled them with water. Habib was last seen galloping across the open desert like a crazed stork in pursuit of some ruins he had visited as a child. The material component of this spell is a pinch of iron filings, swallowed by the caster. Notes: Common for spellcasters from an arabian setting; otherwise, very rare. from Dragon Magazine #242 p, 80
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Wizard Gong (Alteration, Evocation) Level: 1 Components: V, S, M Range: Unlimited (same plane) Casting Time: 4 Duration: Special Save: None Area of Effect: Special This spell causes the caster to feel a silent, distinctive vibratory alarm when a specific door, window, portal, or lid is opened or destroyed. The “alarmed” opening must be touched during casting, and the spell requires as its material component a clear, colorless gemstone of any sort, but not less than 1,000 gold pieces in value. After a wizard gong is cast, the “alarmed” area radiates no dweomer, and casting a dispel magic upon it (or the caster) can’t ruin the gong spell. Neither distance nor elapsed time has any effect on the operation of a wizard gong, but after it is cast, the caster loses the use of the first-level spell slot it occupies until it is discharged. An individual may have only one wizard gong active at a time. Once cast, the spell can’t be ended by the will of the caster (unless he or she opens the “alarmed” door). From Dragon Magazine #242 page 51