Spells

Fantasy Grounds II download

The following files contain all AaW spells.

Requirements: Have the respective system spell module loaded

Download: Spells for 3.5

Download: Spells for PF

 

 

Standard Spells

 

Drone

Conjuration (Teleportation)

Level Brd 5, Clr 5, Drd 5, Magic 5, Sor/Wiz 5
Components V, S, M
Casting Time 1 standard action
Range Medium (100 ft. + 10 ft./level)
Target or Area One object
Duration Instantaneous to activate, one round to attach a spell to the drone and teleport it, then one round/five levels to find a target
Saving Throw None
Spell Resistance No

Drone allows any user of magic capable of casting 5th level spells to fix any spell of 4th level or lower to a small metal sphere, send the sphere to any point with the specfied range and then use this as the start point for the attached spell.

The drone has the ability to relay what is in visual range in a 90 degree arc back to the spellcaster and most of the duration of its existence is usually spent looking for targets or confirming what the caster knows about them prior to the activation the attached spell.

The drone is a light and fragile item and once it reaches its target point is subject to the effects of whatever spell it is carrying. It is Hardness 1 and has 6 hit points, so whilst it should survive a 10ft fall if projected out of the reach of an intended target, it won't survive something like a Fireball.

A Drone spell is cast immediately before the spell you wish to attach to it. Then the caster has to hold the drone as part of the process of casting the spell that will be attached. The drone then teleports to the intended destination and either the attached spell goes off if the duration is instantaneous or a target is sought. The attached can delay the detonation of the attached spell for the length of its existence if required.

Arcane Material Component

A small metal sphere which is not consumed in the process.

Created by Stephen@adventureaweek.com

 

 

Drone, Greater

Conjuration (Teleportation)

Level Clr 9, Drd 9, Magic 9, Sor/Wiz 9

This spell functions like Drone, except that you can attach any spell of 8th level or lower to the drone.

Arcane Material Component

A small metal sphere which is not consumed in the process.

Created by Stephen@adventureaweek.com

 

 

Earshatter

Evocation [Sonic]

Level Drd 8, Sor/Wiz 8, Silence 8
Components V, S, M/DF
Casting Time 1 standard action
Range Long (400 ft. + 40 ft./level)
Area 80-ft.-radius burst
Duration Instantaneous
Saving Throw Reflex partial; see text
Spell Resistance Yes

Earshatter causes a globe of overwhelming vibration to explode silently from a point you select. All creatures in the globe are deafened and take 6d6 points of damage. A creature to which sound is harmful or unnatural takes double damage. A successful Reflex save negates the deafness and reduces the damage by half.

A Vermin Type creature caught within the globe takes 1d6 points of damage per caster level (maximum 25d6), or half damage if a Reflex save is successful. In addition, the vibrations result in the destruction of any vermin creature specifically harmed by sound if it fails its save.

The resonant frequencies generated by the spell deals damage to an animated object or artificially constructed creature just as if they were vermin creatures.

Earshatter dispels any other sonic spells of lower than 9th level within its area.

Arcane Material Component

The cremated remains of any bat.

Created by Stephen@adventureaweek.com

 

 

Earshot

Evocation [Sonic]

Level Drd 7, Silence 7
Components V, S, DF
Casting Time 1 standard action
Range 60 ft.
Area Line from your hand
Duration 1 round/level or until all arrows are exhausted
Saving Throw Reflex negates and Reflex half; see text
Spell Resistance Yes

For the duration of this spell, you can use a standard action to evoke a vibrating arrow of intense sound each round. You can call forth one arrow per three caster levels (maximum six arrows at 18th level). The spell ends when its duration runs out or your allotment of arrows is exhausted.

Each creature in the arrow’s path is deafened and takes 4d6 points of damage. Any creatures to which sound is harmful or unnatural take double damage. A successful Reflex save negates the deafness and reduces the damage by half.

A Vermin Type creature caught within the beam takes 1d6 points of damage per caster level (maximum 20d6), or half damage if a Reflex save is successful. In addition, the arrow results in the destruction of any vermin creature specifically harmed by intense sound if it fails its save.

The resonant frequencies generated by the spell deals damage to an animated object or artificially constructed creature just as if they were vermin creatures.

Created by Stephen@adventureaweek.com

 

 

Eclipse

Abjuration

Level Clr 5, Drd 5, Rgr 4, Sha 5, Sor/Wiz 5
Components V, S, DF
Casting Time 1 standard action
Range Touch
Target or Area Self OR one creature/four levels (Five maximum at 20th level)
Duration 10 min./level or until discharged
Saving Throw None
Spell Resistance Yes (Harmless)

Eclipse creates a number of shadowy versions of yourself (if Self) or one shadowy version of a creature if more than one is targeted. If other creatures are targeted by the spell, they can not have more than one shadowy form each.

These circle the caster and any allies until they are targeted by any spell which causes damage by light, such as Sunbeam or Sunburst. The shadowy forms then immediately coalesce and/or solidify in front of a creature in a size and shape that is slightly bigger than their form. This solid shadow then absorbs damage from the light before being discharged.

Each shadowy figure is able to absorb 25 points before being discharged. Any figures protecting the caster are also able to absorb additional points equal to half the caster’s level, rounded down.

Protection from an Eclipse spell overlaps (and does not stack with) any other spell that wards a character from damage by light.

Created by Stephen@adventureaweek.com

 

 

Eclipse, Lesser

Abjuration

Level Clr 3, Drd 3, Rgr 2, Sha 3, Sor/Wiz 3
Components V, S, DF
Casting Time 1 standard action
Range Touch
Target or Area Self OR one creature/four levels (Five maximum at 20th level)
Duration 10 min./level or until discharged
Saving Throw None
Spell Resistance Yes (Harmless)

Lesser Eclipse creates a number of shadowy versions of yourself (if Self) or one shadowy version of a creature if more than one is targeted. If other creatures are targeted by the spell, they can not have more than one shadowy form each.

These circle the caster and any allies until they are targeted by any spell which causes damage by light, such as Sunbeam or Sunburst. The shadowy forms then immediately coalesce and/or solidify in front of a creature in a size and shape that is slightly bigger than their form. This solid shadow then absorbs damage from the light before being discharged.

Each shadowy figure is able to absorb 20 points before being discharged. Any figures protecting the caster are also able to absorb additional points equal to one quarter the caster’s level, rounded down.

Protection from a Lesser Eclipse spell overlaps (and does not stack with) any other spell that wards a character from damage by light.

Created by Stephen@adventureaweek.com

 

 

Eclipse, Greater

Abjuration

Level Clr 8, Drd 8, Sha 8, Sor/Wiz 8
Components V, S, DF
Casting Time 1 standard action
Range Touch
Target or Area Self OR one creature/four levels (Five maximum at 20th level)
Duration 10 min./level or until discharged
Saving Throw None
Spell Resistance Yes (Harmless)

Greater Eclipse creates a number of shadowy versions of yourself (if Self) or one shadowy version of a creature if more than one is targeted. If other creatures are targeted by the spell, they can not have more than one shadowy form each.

These circle the caster and any allies until they are targeted by any spell which causes damage by light, such as Sunbeam or Sunburst. The shadowy forms then immediately coalesce and/or solidify in front of a creature in a size and shape that is slightly bigger than their form. This solid shadow then absorbs damage from the light before being discharged.

Each shadowy figure is able to absorb 30 points before being discharged. Any figures protecting the caster are also able to absorb additional points equal to three quarters of the caster’s level, rounded down.

Protection from a Greater Eclipse spell overlaps (and does not stack with) any other spell that wards a character from damage by light.

Created by Stephen@adventureaweek.com

 

 

Flapping Ears

Divination

Level Sor/Wiz 5
Components V, S, M
Casting Time 1 minute
Range One mile
Effect Ten or more flying ears
Duration 1 hour/level; see text (D)
Saving Throw None
Spell Resistance No

You create a number of semi-tangible, visible magical shells (called “ears”) equal to 1d4 + your caster level. These ears move out, scout around, and return as you direct them when casting the spell. Each ear can hear 240 feet (normal hearing only) in all directions.

While the individual ears are quite fragile, they’re small and difficult to spot. Each ear is a Fine construct, about the size of a small walnut shell, that has 1 hit point, AC 18 (+8 bonus for its size), flies at a speed of 30 feet with perfect manoeuvrability, and has a +16 Hide modifier. It has a Spot modifier equal to your caster level (maximum +15) and is subject to illusions, darkness, fog, and any other factors that would affect your ability to receive audible information about your surroundings. An ear travelling through silence must find its way by touch.

When you create the ears, you specify instructions you want them to follow in a command of no more than twenty-five words. Any knowledge you possess is known by the ears as well.
In order to report their findings, the ears must return to your hand. Each replays in your mind all it has heard during its existence. It takes an ear 1 round to replay 1 hour of recorded images. After relaying its findings, an ear disappears.

If an ear ever gets more than 1 mile away from you, it instantly ceases to exist. However, your link with the ear is such that you won’t know if the ear was destroyed because it wandered out of range or because of some other event.

The ears exist for up to 1 hour per caster level or until they return to you. Dispel magic can destroy ears. Roll separately for each ear caught in an area dispel. Of course, if an ear is sent into silence, it could hit a wall or similar obstacle and destroy itself.

Material Component

A pig’s ear broken into pieces during the casting.

Created by Stephen@adventureaweek.com

 

 

Form of Shadow

Illusion (shadow)

Level Cleric 4, Druid 4, Sorcerer/Wizard 4
Casting Time 1 standard action
Component V, S, M/DF
Range Self
Duration 1 round/level
Saving Throw None

You cloak yourself in shadow-essence, giving yourself total concealment (50% miss chance). You also gain a +1 circumstance bonus to attack rolls against all targets for the duration of the spell.

Arcane Material Component

The material component for this spell is a black cloth that the caster pierces with a blade.

Created by Will@adventureaweek.com

 

 

Hear Inaudibility

Divination

You strain against the seemingly total silence, trying to cathc the slightest indication of something moving just outside of your vision. Yes! A faint rustle suggesting the creature you're tracking is moving away from you.

Level Brd 4, Sor/Wiz 3
Components V, S, M
Casting Time 1 standard action
Range Personal
Target You
Duration 10 min./level (D)

You can hear any objects or beings that are inaudible within your range of vision, as well as any that are incorporeal, as if they were normally audible. Such creatures are audible to you as faint breathing, scrapings or rustlings, allowing you easily to discern the difference between audible, inaudible, and incorporeal creatures.

The spell does not reveal the method used to obtain inaudibility. It does not reveal illusions or enable you to hear through vegetable matter greater than three inches thick, stone greater than two inches thick or metals and similar materials greater than one inch thick. It does reveal creatures who are simply hiding, concealed, or otherwise hard to hear.

Hear Inaudibility can be made permanent with a permanency spell.

Material Component

A cone of parchment and a small brass ear trumpet.

Created by Stephen@adventureaweek.com

 

 

Interpret Artistic Creativity (Comprehend Creativity)

Divination

Level Brd 0, Clr 1, Drd 1, Sor/Wiz 1
Components V, S, M/DF
Casting time One standard action
Range Touch
Target One person
Duration 30 min./level OR Concentration, up to 1 round/level

This spell has a number of possible uses.

Firstly, the inanimate artistic tools you use to create works, such as chalk, charcoal, pastelky, quills for writing or scoring music and musical instruments, gain an understanding of your artistic intention and creative vision when you handle them during the duration of the spell. This understanding allows the items used to assist in the creative process, granting a +5 bonus to the artist on their checks to create work, whether masterpieces or even just a simple sketch. If you are using the spell to draw a map or plans, it doesn't allow you to remember any more details but does allow you to potentially disguise what you are drawing within another image. The duration of the spell in this form is 30 minutes per level.

This last point has a historical background. Robert Baden-Powell, when in military intelligence, frequently travelled disguised as a butterfly collector, incorporating plans of military installations and gun emplacements into his drawings of butterfly wings. He was never caught doing this and was frequently assisted by those he was spying on.

Secondly, if you handle the results of an artistic endeavour, such as a painting, manuscript, architectural plan, musical score or run your hands over a mosaic or fresco, you gain a clearer understanding of the artists creative intentions, whichmay be intentionally hidden. You or the recipient of the spell gain a +10 bonus on any knowledge check that you are attempting to answer as a result of handling the result of an artists work. For example, if you are studying the painting of a royal family, you may notice that the artist was trying to portray a son's dislike of a father which others have mistaken for grim determination. The duration of the spell in this form is Concentration, up to 1 round per level.

Thirdly, when you discuss artistic works, if you are able to handle the tools or the original artist used, you can gain knowledge the artist's "point of view" towards the subject. The ability to understand this point of view does not necessarily impart insight into the material, merely the artist's literal state of mind. The duration of the spell in this form is Concentration, up to 1 round per level.

Items can be interpreted/comprhended at the rate of one per round. A magical item cannot be interpreted/comprehanded, though the spell reveals that it is magical. This spell can be foiled by certain warding magic (such as the secret page and illusory script spells). It does not decipher codes or reveal messages concealed in otherwise normal text, images, scores or plans.

Interpret Artistic Creativity/Comprehend Creativity can be made permanent with a permanency spell.

Arcane Material Component the artistic tool the spell is to be cast upon.

Spell created by Stephen@adventureaweek.com, Concept by Jonathan Nelson

 

 

Reflection of Shadow

Illusion (shadow, evil)

Level Cleric 6, Druid 6, Sorcerer/Wizard 6
Casting Time 1 round
Component V, S, M/DF
Range close (25 ft. + 5 ft./2 levels)
Target One creature per four levels
Duration 1 round/level
Saving Throw Will negates
Spell Resistance Yes

You summon one shadowy disk per target. If the target is of Good alignment, he sees any and all misdeeds from his life, no matter how small. He is left shaken, taking a -2 penalty to attack rolls, saving throws, skill checks, and ability checks. Good characters that succeed on their saving throw are considered flat-footed for 1 round, but are not otherwise affected. Neutral targets see their misdeeds and are considered stunned for one round but are not shaken by the spell. Evil targets are considered inspired and gain a +2 morale bonus to attack rolls, saving throws, skill checks, and ability checks for 1 round per 2 caster levels you possess.

Arcane Material Component

The material component for this spell is a mirror that has been painted black.

Created by Will@adventureaweek.com

 

 

Setzer's Storm of Sculpted Skin (Lesser)

Evocation
Level Sor/Wiz 4
Components V, S, M
Casting Time 1 round
Range Medium (100 ft. plus 10 ft. per caster level)
Area Cylinder (30 ft. radius, 10 ft. high)
Duration 1 full round
Saving Throw None
Spell Resistance Yes
A series of fine, diminutive, and tiny taxidermy items are given magical energy so that they swirl around from their display positions in a storm of beak, claw, antler, feather, fur and scale. This maelstrom deals 2d6 points of bludgeoning damage, 2d6 points of piercing damage and 2d6 points of slashing damage to every creature in the area. A -4 penalty applies to each Spot check made withing the storm's effect and movement is at -10 ft.. At the end of the duration, the taxidemy items just lay damaged on the floor, but can be restuffed and re-used.
The spell causes no damage to any other spiritless animated item, such as the Animated Objects, Golems and similar constructs.
Arcane Material Component
A range of tiny, diminutive and/or fine stuffed creatures. As a minimum, there needs to be 56 tiny, 224 diminutive or 896 fine creatures if cast by a 7th wizard or 64 tiny, 256 diminutive or 1024 fine creatures if cast by an 8th level sorcerer (the minimum level for each class) . These totals can be a mix-and-match display. (1 tiny creature equals 4 diminutive creatures or 16 fine creatures. 1 diminutive creature equals 4 fine creatures)
by Stephen Yeardley

Setzer's Storm of Sculpted Skin (Greater)

Level Sor/Wiz 7
Components V, S, M
Casting Time 1 round
Range Medium (100 ft. plus 10 ft. per caster level)
Area One 10 ft cube per level
Duration Instantaneous
Saving Throw Reflex half
Spell Resistance Yes
When the spell is cast, the whole area is filled with an immobile, whirling cloud of stuffed creatures. The storm of beak, claw, antler, feather, fur and scale causes a range of types of damage: 1d2 points of bludgeoning damage, 1d2 points of piercing damage and 1d2 points of slashing damage per caster level (maximum 20d2 of each type), with a Reflex save for half damage.
The spell causes no damage to any other spiritless animated item, such as the Animated Objects, Golems and similar constructs.
The storm provides cover (+4 bonus to AC, +2 bonus on Reflex saves) against attacks made through it (other than the storm itself).
Arcane Material component
The spell uses 8 tiny, 32 diminutive or 128 fine creatures per level.

by Stephen Yeardley

 

 

Shadow Mote

Illusion (shadow)

Level Cleric 1, Druid 1, Sorcerer/Wizard 1
Casting Time 1 standard action
Component V, S, M/DF
Range Ranged touch
Duration 1 round
Saving Throw None

This spell creates a small sphere of shadow-essence that you can direct toward one target. The sphere causes the target to see things out of the corner of their eye, causing the target to be distracted and become flat-footed for one round.

Arcane Material Component

The material component for this spell is a sphere of black glass, which is crushed in the caster’s hand.

Created by Will@adventureaweek.com

 

Shadowcast

Illusion (shadow)

Level Cleric 2, Druid 2, Sorcerer/Wizard 2
Casting Time 1 standard action
Component V, S, M/DF
Range 100 ft. + 10 ft./level
Duration Concentration + 3 rounds
Saving Throw Will negates
Spell Resistance No

This spell calls forth an amorphous blob of shadow-stuff from the Plane of Shadow that you can direct toward the nearest light source. You can cause the mote to change shape, creating moving shadows on nearby surfaces. These shadows can cause distraction and confusion, causing the viewers to take a -2 penalty to initiative and Perception checks while in the area of the light source unless a Will save is made.

Arcane Material Component

The material component for this spell is a piece of charcoal, which is broken and tossed into the air.

Created by Will@adventureaweek.com

 

 

Shadow Blast

Illusion (shadow)

Level Cleric 3, Druid 3, Sorcerer/Wizard 3
Casting Time 1 standard action
Component V, S, M/DF
Range Medium (100 feet + 10 feet/level)
Area 20-foot radius spread
Duration Instantaneous
Saving Throw Reflex half
Spell Resistance Yes

Shadow blast creates a small portal to the Plane of Shadow, letting in semi-solid shadow-stuff. Everyone within the area must make a Reflex save or take 1d6 points of damage per caster level (max 10d6 at 10th level).

Arcane Material Component

The material component for this spell is a black glass disk, which the caster traces around on the ground.

Created by Will@adventureaweek.com

Shadow Walk

Illusion (shadow)

Level Cleric 5, Druid 5, Sorcerer/Wizard 5
Casting Time 1 standard action
Component V, S, M/DF
Range Close (25 ft. + 5 ft./2 levels)
Target 1 creature touched
Duration 1 round/2 levels
Saving Throw None

When this spell is cast, the creature touched can pass through a shadow, including the casters, and appear from another shadow within range of the spell. The target can make one move or attack action upon their arrival.

Arcane Material Component

The material components for this spell are a black ring made of glass or stone and a black stone sphere, which is passed through the ring.

Created by Will@adventureaweek.com

 

Shadow Binding

Illusion (shadow)

Level Cleric 7, Druid 7, Sorcerer/Wizard 7
Casting Time 1 standard action
Component V, S, M/DF
Range Medium (100 ft. + 10 ft./level
Target One creature
Duration See text
Saving Throw Will negates, Fort half
Spell Resistance Yes

You cast the target of this spell into a set of shadowy shackles, one per arm and one per leg. These shackles pull the target partially onto the Plane of Shadow, dealing 3d6 points of negative energy damage per round. These shackles have an AC of 18, a hardness of 5, and 20 hit points per shackle. As long as one shackle remains on the target, the target continues to take damage. A Will save negates being shackled and a successful Fortitude halves the damage while shackled. This spell continues until it dispelled, all shackles are broken, or the creature held either falls unconscious or dies.

Arcane Material Component

The material component for this spell is a length of black chain, which the caster wraps around his wrist.

Created by Will@adventureaweek.com

 

 

Shadow Raising

Illusion (shadow, evil)

Level Cleric 8, Druid 8, Sorcerer/Wizard 8
Casting Time 1 round
Component V, S, M/DF
Range Close (30 ft. + 5 ft./2 levels)
Target One dead creature
Duration Permanent
Saving Throw None
Spell Resistance No

This spell taps into the negative energy of the Plane of Shadows and animates one deceased creature within range and gives that creature a number of hit points equal to the caster’s spellcasting modifier per hit die of the deceased creature. This creature is under the control of the caster and retains all attack bonuses, armor class, and special abilities, but can only make one attack per round regardless of how many attack could be made in life. If the target of the spell was a spellcaster and had spells remaining, it retains those spells, but cannot learn new spells. This creature acts on the caster’s turn.

Arcane Material Component

The material component for this spell is a lump of black clay to be molded into a rough likeness of the target during casting.

Created by Will@adventureaweek.com

 

Shadow Drain

School Illusion (shadow)

Level Cleric 9, Druid 9, Sorcerer/Wizard 9
Casting Time 1 standard action
Component V, S, M/DF
Range Creature touched
Target One creature
Duration Instantaneous
Saving Throw Fort half, Will negates
Spell Resistance Yes

You can make a melee touch attack against one opponent. This touch deals 1d4 Strength or Constitution damage (caster’s choice) and bestows 1d6 negative levels to the target. A Fortitude save halves both the ability damage and the number of negative levels (minimum 1). A Will save removes the negative levels after 24 hours.

Arcane Material Component

The material component for this spell is a piece of peat.

Created by Will@adventureaweek.com

 

 

Stabilize Undead

Necromancy

Level Sor/Wiz 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

You direct a ray of negative energy. You must make a ranged touch attack to hit, and if the ray hits an undead creature, it deals 1d6 points of repair to it.

Created by Stephen@adventureaweek.com

 

 

Summon Pest

Conjuration (Summoning)

Just as you attempt to undertake a task that requires the utmost concentration, a buzzing, crawling sensation distracts you from what you are doing.

Level Brd 0, Drd 0, Sor/Wiz 0
Components V, S, M/DF
Casting Time 1 round
Range Close (25 ft. + 5 ft./2 levels)
Effect Two creatures of centipedes, red ants, or wasps
Duration Concentration + 2 rounds
Saving Throw None
Spell Resistance No

You summon two creatures of your choice. Choices include centipedes, red ants, or wasps which irritate and distract any creature you choose for them to appear on. (You must summon the creatures so that they share the area of another creature.) If no living creatures are within the target area, the vermin attack or pursue the nearest creature as best it can. The caster has no control over its target or direction of travel. The vermin are sufficient distraction to add half the caster's level to any action that requires concentration and a DC roll to succeed.

Arcane Material Component

Three 1" threads, one black, one yellow and one red.

Created by Stephen@adventureaweek.com

 

 

 

Black Magic Spells

Black Magic Spells created by Will Myers

 

 

Paint it Black

School transmutation; Level Sorcerer/Wizard 0
Casting Time 1 standard action
Components V, S, M (smear of black pain)
Range touch
Effect one object up to 6 ft. high and 6 ft. wide changes color and increases hardness
Duration 1 minute
Saving Throw none; Spell Resistance no
An object that is dabbed with the black paint changes color to black and the hardness of the object increases by +1.

 

Black Water

School transmutation; Level Sorcerer/Wizard 1
Casting Time 1 standard action
Components V, S, M (a small piece of black algae)
Range touch
Effect turns one waterskin of normal water into a bitter, but nourishing beverage
Duration Instantaneous
Saving Throw none; Spell Resistance no

By placing the algae into a full waterskin and performing this spell, the caster creates a thick, bitter tasting beverage that allows a character to recover three hit points per character level with 8 hours of sleep. Characters under the effect of this spell also gain a +4 alchemical bonus to Will saves against fear for 24 hours. A character can only benefit from this spell once per 24 hours, even if performed by different spellcasters.

Back in Black

School conjuration (teleportation); Level Sorcerer/Wizard 2
Casting Time 1 standard action
Components V, S, M (a black crystal hoop)
Range close (25 ft. + 5 feet/2 levels)
Target self
Effect transport caster to shadowy area
Duration Instantaneous
This spell immediately teleports the caster to the darkest area within the spell’s range and gives the caster full concealment (50% miss chance) until the end of that round.

Black Dog

School conjuration (summoning); Level Sorcerer/Wizard 3
Casting Time 1 standard action
Components V, S, M (a piece of black dog fur and an animal heart)
Range close (25 ft. + 5 ft./ 2 levels)
Effect summons a shadowy dog-shaped force that attacks for you
Duration 1 round/level
Saving Throw Reflex half fire damage; Spell Resistance yes

When the fur is rubbed across the heart, a shadowy canine form appears with a burning red heart in its chest. This dog will attack on the caster’s next turn and use the spellcaster’s base attack as its own, with a +4 bonus due to Dexterity. The black dog has a single bite attack which deals 1d6 points of damage + 1d4 fire damage.

Black or White

School illusion (glamer); Level Sorcerer/Wizard 4
Casting Time 1 standard action
Components V, S, M (a small mirror in a black frame, which is held facing the enemy)
Range 10 ft.
Effect caster appears as a friend to the enemy
Duration 1 round/level
Saving Throw Will negates; Spell Resistance no

For the duration of this spell, any enemy that views the mirror and fails the saving throw views you as a friend and will not attack you. If you attack any enemy during the duration, the illusion fails and those enemies that failed their saving throw get an immediate reroll with a +4 bonus.

Black Magic Woman

School transmutation; Level Sorcerer/Wizard 5
Casting Time 1 full round
Components V, S, M (a piece of black fabric from a woman’s dress)
Range self
Effect blindness, but increases other senses
Duration 1 round/level

When this spell is cast, a spectral woman appears behind the caster and places her hands over his eyes. This effectively blinds the spellcaster (-2 to AC) but adds the spellcaster’s level to their Perception checks based on senses other than sight. The spellcaster also gains the Blind Fight feat for the duration of the spell.

 

That Old Black Magic

School transmutation; Level Sorcerer/Wizard 6
Casting Time 1 full round
Components V, S, M (a small object known by the caster to be cursed)
Range Close (25 ft. + 5 ft./2 levels)
Effect possibility of adding a curse to damage
Duration 1 round
Saving Throw Will negates; Spell Resistance yes

Once this spell has been cast, the next spell that deals damage also affects the target as if they were targeted with bestow curse. The exact nature of the curse is determined when the caster prepares this spell. The saving throw for this spell is separate from the saving throw of the damage-dealing spell.

Black Sabbath

School transmutation; Level Sorcerer/Wizard 7
Casting Time 1 full round
Components V, S, M (a pyramid-shaped piece of quartz)
Range unlimited
Effect connects numerous people for communication
Duration concentration
Saving Throw none; Spell Resistance yes

This spell allows the caster to attune a number of quartz crystals equal to ½ his caster level so that when this spell is cast again, those who possess one of these crystals have audio and visual communication. The users must face on of the flat sides of the pyramid and the user can see and hear everyone who is involved in the communication. The sound of the communication is audible up to 10 ft. away from the crystal’s user.

Fade to Black

School abjuration; Level Sorcerer/Wizard 8
Casting Time 1 standard action
Components S, M (a black cloth to be wrapped around the forearm)
Range 1 willing creature
Effect creates a protective barrier
Duration 1 round/level or until dispelled

This spell calls darkness from the Plane of Shadow that surrounds the target, giving the target full concealment (50% miss chance), a +4 to Armor Class, and opponents take a -4 to Perception checks to see the target. The target may move at ½ their normal movement rate and make one attack per round while still retaining these bonuses. Moving at full speed causes the field to collapse, dispelling the effect.

Man in Black

School conjuration (calling); Level Sorcerer/Wizard 9
Casting Time 1 full round
Components V, S, M (a blackened skull and a black wooden axe handle)
Range close (25 ft. + 5 ft./2 levels)
Effect summons an axe-wielding figure that fights for you
Duration instantaneous
Saving Throw none; Spell Resistance no

This spell calls a greataxe-wielding figure wrapped in black cloth. The figure wields the greataxe using the caster level of the spellcaster as its base attack bonus and the spellcasting ability modifier as its damage bonus. This may give the Man in Black multiple attacks. The Man in Black has the same statistics as a storm giant, except that the Man in Black is Neutral, does not have the storm giant’s spell-like abilities or rock catching, and wields a magical greataxe (2d10+variable/18-20/x3)

 

 

 

Cleric Domains

 

Ancestor Domain

Granted Powers: Your connection to previous generations of your family allows you to gain their knowledge, but also their anger.

Ancestral Knowledge: You may call upon the ancestors of your people to gain access to their knowledge and wisdom. A number of times per day equal to 3 + your Wisdom modifier, you may call upon the ancestor spirits to give you a bonus equal to your Wisdom modifier to a check of any Knowledge skill in which you have ranks.

Ancestral Rage: The ancestors of your people are angry and your enemies will feel their wrath! At 8th level, a number of times per day equal to 3 + your Wisdom modifier, you may call upon your ancestors to give you a bonus equal to your Wisdom modifier to attack and damage rolls against a single enemy.

Domain spells: 1st – shield of faith*, 2nd - spiritual weapon, 3rd - speak with dead**, 4th - divination, 5th - true seeing, 6th - find the path, 7th - greater scrying, 8th - holy aura, 9th - storm of vengeance

*If you’re using Ultimate Magic, you may replace this spell with know the enemy

**As an Ancestral Domain spell, speak with dead can only be used with an ancestor of the Cleric.

Domain by Will@adventureaweek.com

 

Colour Domain

Granted Powers: Add Scribe Scroll as a bonus feat. The XP cost for scribing scrolls is halved. Add Appraise, Craft (Religious icons and symbols) and Profession (Artist) to your list of cleric class skills.

Domain spells:

1. Colour Spray: Knocks unconscious, blinds, and/or stuns weak creatures.

2. Hypnotic Pattern: Fascinates (2d4 + level) HD of creatures.

3. Sepia Snake Sigil M: Creates text symbol that immobilizes reader.

4. Rainbow Pattern: Lights fascinate 24 HD of creatures.

5. Mark of Justice: Designates action that will trigger curse on subject.

6. Glyph of Warding, Greater: As glyph of warding, but up to 10d8 damage or 6th-level spell.

7. Prismatic Spray: Rays hit subjects with variety of effects.

8. Prismatic Wall: Wall’s colors have array of effects.

9. Prismatic Sphere: As prismatic wall, but surrounds on all sides.

Domain by Stephen@adventureaweek.com

 

Disguise Domain

Granted Powers: You have always been yourself, but sometimes you need to become someone else. Whether for good, evil or simply survival, you must blend in with those around you.

advanced disguise: You can add 1/2 of your level (minimum +1) to any Disguise check made to look like another race.

alter self: At 4th level, you gain the spell alter self, using your Cleric level as the caster level.

Domain spells: 1st - obscuring mist, 2nd - eagle’s splendor, 3rd - blindness/deafness blindness only), 4th - tongues, 5th - true seeing, 6th - symbol of persuasion, 7th - ethereal jaunt, 8th - discern location*, 9th - etherealness**

*If you are using Ultimate Combat, you may replace this spell with frightful aspect
**If you are using Ultimate Magic, you may replace this spell with overwhelming presence

Domain by Will@adventureaweek.com

 

Fireside Domain

Granted Powers: You use the power of the campfire to keep your people safe and warm.

light the fire: You gain a +2 morale bonus to Perception checks made to find materials for a campfire (firewood, kindling, etc.).

warm the clan: You can cause materials to burn more slowly, increasing the duration of a campfire. At 4th level, you can increase the duration of any campfire that you light by 1 hour per 2 Cleric levels you possess.

see the enemy: At 6th level, everyone within a 20 ft. radius of a campfire that you lit gains low-light vision to 60 ft. for the duration of that fire’s burning.

blind the enemy: At 10th level, you gain the ability to make your campfire burst with great light. Once per night, you can cause a campfire that you lit to flare up equivalent to the daylight spell in a 40 ft. radius for 1 round. Creatures that take penalties in bright sunlight take them for 1 round. This does not harm those under the effect of see the enemy

Domain Spells:

1st - remove fear, 2nd - owl’s wisdom, 3rd - continual flame, 4th - sending, 5th - true seeing, 6th - word of recall (to your campfire only), 7th - repulsion, 8th - cloak of chaos/holy aura/shield of law/unholy aura, 9th - mass heal

Domain by Will@adventureaweek.com

 

Mountain Domain

Granted Powers: Your connection to the air and earth of your mountain home grants you the ability to both defend your home and take the fight to your enemies.

elemental speech: At 1st level, you gain the ability to speak to the air and the earth at will. This ability functions in a similar way to the spell speak with plants. This ability also allows you to speak to creatures that speak Terran. This ability does not make Earth creatures any more friendly or cooperative than normal.

elemental blast: At 4th level, you gain the ability to blast your enemies with a torrent of earth as a ranged touch attack. You can use this ability a number of times equal to 3+ your Wisdom modifier. The torrent of earth does 1d6+1 per caster levels and gives you a +2 to trip your opponent. You can only use one element per use of this ability.

Domain Spells: 1st – magic stone, 2nd – summon monster II (earth type only). 3rd – meld into stone, 4th – freedom of movement, 5th – wall of stone, 6th – animate objects (rocks and stones only), 7th – control weather, 8th – earthquake, 9th – summon monster IX (earth type only)*

Domain by Will@adventureaweek.com

 

 

Penumbra Domain

Granted Powers:

For a total time per day of 10 rounds per cleric level you possess, you can cast Shadow Walk as if you were a mage with half the number of cleric levels you possess, rounded up. If the spell is cast so that you move within a temple of your deity, you cast the spell as if you were a mage with the same number of cleric levels you possess.

This granted power is a supernatural ability.

Add Hide to your list of cleric class skills.

Domain Spells:

  1. Obscuring Mist: Fog surrounds you.
  2. Obscure Object: Masks object against scrying.
  3. Eclipse, Lesser (AaW spell) OR Phantom Steed: Magic horse appears for 1 hour/level.
  4. Shadow Conjuration: Mimics conjuration below 4th level, but only 20% real.
  5. Eclipse (AaW spell) OR Shadow Evocation: Mimics evocation below 5th level, but only 20% real.
  6. Project Image: Illusory double can talk and cast spells.
  7. Shadow Conjuration, Greater: As shadow conjuration, but up to 6th level and 60% real.
  8. Eclipse, Greater (AaW spell) OR Shadow Evocation, Greater: As shadow evocation, but up to 7th level and 60% real.
  9. Shades: As shadow conjuration, but up to 8th level and 80% real.

Domain by Stephen@adventureaweek.com

 

 

Provider Domain

Granted Powers: Your connection to the land allows you to provide food for your tribe.

hunter-gatherer: You add half your level (minimum +1) to Survival skill checks to follow or identify tracks and an equal bonus to Knowledge (nature) skill checks to identify edible plants.

hunter’s bounty - At 4th level, you gain a +2 competence bonus to hit animals and magical beasts with ranged weapons. Any animal or magical beast killed with your ranged weapon is subject to the spell gentle repose lasting one day.

Domain spells: 1st - command*, 2nd - owl’s wisdom, 3rd - create food and water, 4th - freedom of movement, 5th - greater command, 6th - find the path, 7th - control weather, 8th - discern location, 9th - miracle

*If you’re using Ultimate Combat, you may replace this spell with Deadeye’s Lore.

Domain by Will@adventureaweek.com

 

Shadow Domain

Granted Powers Through the gifts of the Spider Goddess, you have learned to use the shadows, both external and internal, to prevail over your foes.

Shadowy Weapon – At 1st level, you gain minor access to the Plane of Shadow, wrapping your weapon with strands of shadow. This ability causes your weapon to cause 1 point of negative energy damage per 2 caster levels. You may use this ability a number of times per day equal to 3 + your Wisdom modifier.

Shadowy Sight – At 6th level, you may give into the shadows inside you in order to view the world more clearly. By taking 1d4 points of negative energy damage, you gain your choice of darkvision, low-light vision, see invisibility, or true seeing. If you already have darkvision, the range extends by ½. This effect lasts a number of rounds equal to the amount of energy damage taken.

1 – Shadow Mote

This spell creates a small sphere of shadow-essence that you can direct toward one target. The sphere causes the target to see things out of the corner of their eye, causing the target to be distracted and become flat-footed for one round. The material component for this spell is a sphere of black glass, which is crushed in the caster’s hand.

2 – Shadowcast

This spell calls forth an amorphous blob of shadow-stuff from the Plane of Shadow that you can direct toward the nearest light source. You can cause the mote to change shape, creating moving shadows on nearby surfaces. These shadows can cause distraction and confusion, causing the viewers to take a -2 penalty to initiative and Perception checks while in the area of the light source unless a Will save is made. The material component for this spell is a piece of charcoal, which is broken and tossed into the air.

3 – Shadow Blast

Shadow blast creates a small portal to the Plane of Shadow, letting in semi-solid shadow-stuff. Everyone within the area must make a Reflex save or take 1d6 points of damage per caster level (max 10d6 at 10th level). The material component for this spell is a black glass disk, which the caster traces around on the ground.

4 – Form of Shadow

You cloak yourself in shadow-essence, giving yourself total concealment (50% miss chance). You also gain a +1 circumstance bonus to attack rolls against all targets for the duration of the spell. The material component for this spell is a black cloth that the caster pierces with a blade.

5 – Shadow Walk

When this spell is cast, the creature touched can pass through a shadow, including the casters, and appear from another shadow within range of the spell. The target can make one move or attack action upon their arrival. The material components for this spell are a black ring made of glass or stone and a black stone sphere, which is passed through the ring.

6 – Reflection of Shadow

You summon one shadowy disk per target. If the target is of Good alignment, he sees any and all misdeeds from his life, no matter how small. He is left shaken, taking a -2 penalty to attack rolls, saving throws, skill checks, and ability checks. Good characters that succeed on their saving throw are considered flat-footed for 1 round, but are not otherwise affected. Neutral targets see their misdeeds and are considered stunned for one round but are not shaken by the spell. Evil targets are considered inspired and gain a +2 morale bonus to attack rolls, saving throws, skill checks, and ability checks for 1 round per 2 caster levels you possess. The material component for this spell is a mirror that has been painted black.

7 – Shadow Binding

You cast the target of this spell into a set of shadowy shackles, one per arm and one per leg. These shackles pull the target partially onto the Plane of Shadow, dealing 3d6 points of negative energy damage per round. These shackles have an AC of 18, a hardness of 5, and 20 hit points per shackle. As long as one shackle remains on the target, the target continues to take damage. A Will save negates being shackled and a successful Fortitude halves the damage while shackled. This spell continues until it dispelled, all shackles are broken, or the creature held either falls unconscious or dies. The material component for this spell is a length of black chain, which the caster wraps around his wrist.

8 – Shadow Raising

This spell taps into the negative energy of the Plane of Shadows and animates one deceased creature within range and gives that creature a number of hit points equal to the caster’s spellcasting modifier per hit die of the deceased creature. This creature is under the control of the caster and retains all attack bonuses, armor class, and special abilities, but can only make one attack per round regardless of how many attack could be made in life. If the target of the spell was a spellcaster and had spells remaining, it retains those spells, but cannot learn new spells. This creature acts on the caster’s turn. The material component for this spell is a lump of black clay to be molded into a rough likeness of the target during casting.

9 – Shadow Drain

You can make a melee touch attack against one opponent. This touch deals 1d4 Strength or Constitution damage (caster’s choice) and bestows 1d6 negative levels to the target. A Fortitude save halves both the ability damage and the number of negative levels (minimum 1). A Will save removes the negative levels after 24 hours. The material component for this spell is a piece of peat.

Shadow Domain & Spells by Will@adventureaweek.com

 

Silence Domain

Granted Powers: For a total time per day of 1 round per cleric level you possess, you can hear normally regardless of magical effects that impede hearing as if you were affected by the spell Remove Deafness. This effect occurs automatically as soon as it applies, lasts until it runs out or is no longer needed, and can operate multiple times per day (up to the total daily limit of rounds). This granted power is a supernatural ability. Add Move Silently to your list of cleric class skills.

Domain spells:

1. Silent Image: Creates minor illusion of your design.
2. Silence: Negates sound in 20-ft. radius.
3. Clairaudience: Hear at a distance for 1 min./ level.
4. Zone of Silence: Keeps eavesdroppers from overhearing conversations.
5. Flapping Ears: 1d4+1/level floating ears scout for you (SEE NEW SPELLS)
6. Sympathetic Vibration: Deals 2d10 damage/round to freestanding structure.
7. Earshot: Arrow of air vibration deafens and deals 4d6 damage (SEE NEW SPELLS)
8. Earshatter: Deafens all within 10ft., deals 6d6 damage (SEE NEW SPELLS)
9. Forewarned: “Sixth sense” warns of impending danger.

Domain by Stephen@adventureaweek.com

 

Sound Domain

Granted Powers: You cast sonic spells at +1 caster level

Domain spells:

1. Hideous Laughter: Subject loses actions for 1 round/ level.
2. Shatter: Sonic vibration damages objects or crystalline creatures.
3. Sculpt Sound: Creates new sounds or changes existing ones.
4. Shout: Deafens all within cone and deals 5d6 sonic damage.
5. Song of Discord: Forces targets to attack each other.
6. Shout, Greater: Devastating yell deals 10d6 sonic damage; stuns creatures, damages objects.
7. Power Word Blind: Blinds creature with 200 hp or less.
8. Power Word Stun: Stuns creature with 150 hp or less.
9. Power Word Kill: Kills one creature with 100 hp or less.

Domain by Stephen@adventureaweek.com

 

Speech Domain

Granted Powers: For a total time per day of 1 round per cleric level you possess, you can inspire courage as a bard with half the number of levels you currently have. You can use poetics to inspire courage in you allies (including yourself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to hear your poetry. The effect lasts for as long as the ally hears the poetry up to the maximum number of round possible. These rounds can be split into different occasions.

This granted power is a supernatural ability. You do not need the minimum Perform skill points usually required for this ability.

Domain spells:

1. Ventriloquism: Throws voice for 1 min./ level.
2. Magic Mouth M: Speaks once when triggered.
3. Tongues: Speak any language.
4. Modify Memory: Changes 5 minutes of subject’s memories.
5. Word of Recall: Teleports you back to designated place.
6. Heroism, Greater: Gives +4 bonus on attack rolls, saves, skill checks; immunity to fear; temporary hp.
7. Power Word Blind: Blinds creature with 200 hp or less.
8. Power Word Stun: Stuns creature with 150 hp or less.
9. Power Word Kill: Kills one creature with 100 hp or less.

Domain by Stephen@adventureaweek.com

 

Xenophobe Domain

Granted Powers: You hate and fear that which is different from you and you can channel that xenophobia into protecting yourself and your community.

Strike of Hatred: Once per day, for a duration of 3 rounds + the caster’s Wisdom modifier, you gain a +1 morale bonus against one target of a differing alignment. You also align their weapon to the opposite of the caster’s alignment, for the purpose of overcoming damage reduction. This shift is either along the Law/Chaos axis or the Good/Evil axis (caster’s choice). Neutral Clerics can choose either axis to shift, but the choice cannot be changed once made.

Xenophobic Clarity: At 6th level, once per day, you receive a chance to re-roll any Will save to be effected by any spell with the Enchantment (compulsion) descriptor cast by an enemy of a differing alignment. The player must declare the use of this ability before the results of a Will save have been determined.

Domain Spells:

1st - protection from chaos/evil/good/law, 2nd - hold person, 3rd - glyph of warding, 4th - dismissal, 5th - dispel chaos/evil/good/law, 6th - greater glyph of warding, 7th - repulsion, 8th - mass inflict critical wounds, 9th - implosion

Domain by Will@adventureaweek.com