Magic

Spell Points

Base Spell point system

Spell point cost by Caster(CL) and Spell(SL) level

CL\SL 0 1 2 3 4 5 6 7 8 9
1 0 2 - - - - - - - -
2 0 3 - - - - - - - -
3 0 4 6 - - - - - - -
4 0 5 7 - - - - - - -
5 0 6 8 10 - - - - - -
6 0 7 9 11 - - - - - -
7 0 8 10 12 14 - - - - -
8 0 9 11 13 15 - - - - -
9 0 10 12 14 16 18 - - - -
10 0 11 13 15 17 19 - - - -
11 0 12 14 16 18 20 22 - - -
12 0 13 15 17 19 21 23 - - -
13 0 14 16 18 20 22 24 26 - -
14 0 15 17 19 21 23 25 27 - -
15 0 16 18 20 22 24 26 28 30 -
16 0 17 19 21 23 25 27 29 31 -
17 0 18 20 22 24 26 28 30 32 34
18 0 19 21 23 25 27 29 31 33 35
19 0 20 22 24 26 28 30 32 34 36
20 0 21 23 25 27 29 31 33 35 37

Other Magic System Rules

Determining level of spell

Determining Spell Level of a given Spell. Is lowest level of Wizard, Cleric or Druid level or 1.5 times the Bard Spell Level or 2 times Paladin or Ranger Level. Spells that are only Domain spells use the Domain level as a Spell Level value of last resort.

Caster Type SL Mult
Sorcerer/Wizard, Cleric, Druid x1
Bard x1.5
Paladin, Ranger x2
Example Spell Spell Level
Magic Weapon, Greater 3
Holy Smite 4
Sculpt Sound 4
Mark of Justice 5
Heal Mount 6
Legend Lore 6
Animal Shapes 8

Spells

Banned/Modified Spells

New Spells

Oth Level Cantrips and Orisons

Restful Slumber

You cast this spell immediately prior to resting. While under the effects of this spell, you and your allies enjoy a restful night’s sleep. If a subject completes a full night’s rest, it regains twice as many hit points as normal.

Transfer Health

When laying your hand upon a living creature, you channel your own positive energy that cause you to lose 1 hit point and cures 1 point of damage to target.

Since undead are powered by negative energy, this spell deals 1d6 positive energy damage to them instead of curing their wounds. An undead creature can apply spell resistance, and can attempt a Will save to take half damage.

Stabilize

When laying your hand upon a living creature, you channel positive energy that cures 0 points of damage. The target is still magically healed thus they stabilize.

Since undead are powered by negative energy, this spell deals 1 damage to them instead of curing their wounds. An undead creature can apply spell resistance, and can attempt a Will save to take half damage.

Malum Medicum

Casting upon a piece of freshly picked fruit makes it magical. You can immediately discern the affected piece of fruit. Each transmuted fruit provides nourishment as if it were a normal meal for a Medium creature. The fruit also cures 1 point of damage when eaten, subject to a maximum of 1 point of such curing in any 24-hour period.

Ray of Lightning

A ray of lightning projects from your pointing finger. You must succeed on a ranged touch attack with the ray to deal damage to a target. The ray deals 1d3 points of electricity damage. This spell cannot be safely cast in metal armor. Doing so would result in the spell hitting the caster instead of the intended target.

Turn Undead

Cause 2d6 + Charisma modifier + 1 per level HD of undead to be turned. Undead with more HD than your level are immune to Turn Undead. Turned undead will flee if able and cower(+2 to hit) if not. If your level is more than double the undeads HD they are destroyed instead of turned. Note if you have 5 or more ranks in Knowledge: Religion you get a +2 bonus to the HD of undead that are immune to your turning.

Animate Object

As Animate Objects, except you only animate a single object sized by half your caster level. Full Text:

You imbue an inanimate object with mobility and a semblance of life. Each such animated object then immediately attacks whomever or whatever you initially designate.

An animated object can be of any nonmagical material. You can change the designated target or targets as a move action, as if directing an active spell. The size of th animated object is spcifed in the table.

Level Object Size
2 Small
4 Medium
8 Large
16 Huge
32 Gargantuan
64 Colossal

This spell cannot animate objects carried or worn by a creature.

Animate object can be made permanent with a permanency spell.

Revivify

The diamonds vaporize from your hand as you cast this spell, and the vapors they give off wrap around your fallen companion, dragging her soul back into her mortal form.

Revivify miraculously restores life to a recently deceased creature. However, the spell must be cast within 1 round of the victim's death. Before the soul of the deceased has completely left the body, this spell halts its journey while repairing somewhat the damage to the body. This spell functions like raise dead (PH 268), except that the raised creature receives no level loss, no Constitution loss, and no loss of spells. The creature has -1 hit points (but is stable).

Material Component
Diamonds worth at least 500 gp.

Breath of Life

This spell functions like cure light wounds, except that it cures 5d8 points of damage + 1 point per caster level (maximum +25).

If cast upon a creature that has died within 1 round, unlike other spells that heal damage, breath of life can bring recently slain creatures back to life. The target changes to the appropriate health status based on their new HP total after this spell (i.e. Dead, Dying, Disabled, etc). Creatures brought back to life through breath of life gain a temporary negative level that lasts for 1 day.

Creatures slain by death effects cannot be saved by breath of life.

Like cure spells, breath of life deals damage to undead creatures rather than curing them, and cannot bring them back to life.

Purify Self

As Neutralize Poison, Remove Blindness/Deafness, Remove Curse and Remove Disease.

Quivering Palm

This spell cannot be dispelled by anything less than a Wish. Delivered as part of a touch or unarmed attack. At any point during the duration the caster can activate the spell as a free action at any range. Once activated the target dies unless they save. The spell can only be activated once per casting.

Alter Self

You assume the form of a creature of a type based on the type of your normal form. The new form must be within one size category of your normal size. You can change into a member of your own kind or even into yourself.

You can freely designate the new form’s minor physical qualities (such as hair color, hair texture, and skin color) within the normal ranges for a creature of that kind. The new form’s significant physical qualities (such as height, weight, and gender) are also under your control, but they must fall within the norms for the new form’s kind. You are effectively disguised as an average member of the new form’s race. If you use this spell to create a disguise, you get a +10 bonus on your Disguise check, ignoring penalties based on differences in gender, race or age between your normal and new form.

When the change occurs, your equipment, if any, either remains worn or held by the new form (if it is capable of wearing or holding the item), or melds into the new form and becomes nonfunctional. Melded equipment can have adjustments to its minor physical qualities to match the new form. When you revert to your true form, any objects previously melded into the new form reappear in the same location on your body they previously occupied and are once again functional. Any new items you wore in the assumed form and can’t wear in your normal form fall off and land at your feet; any that you could wear in either form or carry in a body part common to both forms at the time of reversion are still held in the same way. Any part of the body or piece of equipment that is separated from the whole reverts to its true form.

You retain all the statistics and abilities of your normal form, except for those requiring a body part that the new form does not have (such as a mouth and lungs for a breath weapon, speech and air-breathing or eyes for a gaze attack or sight).

If your new form is smaller, this effect is the same as Reduce Person without the -2 Strength. If your new form is Larger, this effect is the same as Enlarge Person without the -2 Dexterity. If you are the same size you may add +2 bonus to either Strength or Dexterity.

For every two caster levels, you may aquire one ability of the new form from the following list: daylight vision, darkvision 60-ft, low-light vision, scent, air-breathing, water-breathing, scent, climb 30 feet, fly 30 feet (clumsy maneuverability), swim 30 feet, +1 natural armor, a natural weapon that does damage as an appropriate sized shortspear.

Base creature type New form type Example
Fey, Giant, Monstrous Humanoid, Humanoid Humanoid Ogre Mage -> Human
Dragon, Magical Beast, Animal, Vermin Animal or Vermin Chimera -> Elephant
Undead, Constructs crafted of flesh, blood, bone Unintelligent Undead Mummy -> Zombie
Construct Animated Object Inevitable -> Animated clock
Outsider same full subtype Efreeti -> Salamander
Abberation, Plant, Ooze Ooze or Normal Plant Treent -> Ochre jelly
Templated [Group Type] Templated [Type] Ghost Elf -> Ghost Orc

Alter Other

This spell functions like Alter Self, except that it may be cast on willing other creatures.

Wild Shape

This spell transforms the caster into a new form.

The transformation lasts for the duration, or until the target drops to 0 hit points or dies. The new form can be any Tiny thru Huge animal, plant or vermin the caster is familiar with whose hit dice does not exceed the target’s hit dice or the caster's level. The target’s game statistics are replaced by the statistics of the chosen form except as indicated.

The subject takes on all the statistics and special abilities of an average member of the new form in place of its own except as follows: - The subject retains its own Intelligence (i.e. does not become mindless) though it does NOT retain its skills - The subject retains its own alignment (and personality, within the limits of the new form’s ability scores). - The subject retains its own hit points (plus temporary hit points or healing as listed below). - The subject is treated as having its normal Hit Dice for purpose of adjudicating effects based on HD, such as the sleep spell, though it uses the new form’s base attack bonus, base save bonuses, and all other statistics derived from Hit Dice. - The subject is treated as having its normal creature type as well as the new form for purpose of adjudicating effects based on creature type, such as the charm person or charm animal spells. - The subject also retains the ability to understand (but not to write or speak) the languages it understood in its original form. - If the new form normally has regeneration, fast healing or shapechange abilities the subject does not gain those.

If the new form is larger or typically had more hit points than the target, it gains 1 temporary HP per caster level. If not, it heals 1 HP per caster level.

The creature is limited in the actions it can perform by the nature of its new form, and it can’t speak, cast spells, or take any other action that normally requires hands or speech. (See the Natural Spell feat)

The target’s gear melds into the new form. The creature can’t activate, use, wield, or otherwise benefit from any of its equipment. This spell can’t affect a target that has 0 or fewer hit points.

Elemental Shape

TBD

This spell transforms the caster into an elemental body. The transformation lasts for the duration, or until the target drops to 0 hit points or dies.

Maybe write it like Alter Self Maybe just use Pathfinder Elemental Body spells.

Polymorph

This spell changes the willing subject into another form of living creature.

The new form may be of the same type as the subject or any of the following types: aberration, animal, dragon, fey, giant, humanoid, magical beast, monstrous humanoid, ooze, plant, or vermin.

The new form can’t have more Hit Dice than the subject’s HD. The new form must have a challenge rating less than your level, to a maximum of CR 14 at 15th level. For example, an 8th level wizard could turn an 8-HD Rhinoceros, themselves or their own familiar into an eight-headed Hydra (CR 7; HD 8)

You can’t cause a subject to assume a form smaller than Fine, nor can you cause a subject to assume an incorporeal or gaseous form.

The subject takes on all the statistics and special abilities of an average member of the new form in place of its own except as follows: - The subject retains its own alignment (and personality, within the limits of the new form’s ability scores). - The subject retains its own hit points (plus temporary hit points as listed below). - The subject is treated as having its normal Hit Dice for purpose of adjudicating effects based on HD, such as the sleep spell, though it uses the new form’s base attack bonus, base save bonuses, and all other statistics derived from Hit Dice. - The subject is treated as having its normal creature type as well as the new form for purpose of adjudicating effects based on creature type, such as the charm person or charm animal spells. - The subject also retains the ability to understand (but not necessarily to speak) the languages it understood in its original form. It can write in the languages it understands, but only the form is capable of writing in some manner (such as drawing in the dirt with a paw). - If the new form normally has regeneration, fast healing or shapechange abilities the subject does not get those.

With those exceptions, the subject’s normal game statistics are replaced by those of the new form. The subject loses all the special abilities it has in its normal form, including its class features.

If the new form's max hit points is greater than the subject's max hit points, the subject gains a number of temporary hit points equal to the difference for the duration. For example, a 33 HP Medusa polymorphed into a 57 HP Manticore would gain 22 temporary hit points.

If slain, the subject reverts to its original form, though it remains dead.

Incorporeal or gaseous creatures are immune to being polymorphed, and a creature with the shapechanger subtype can revert to its natural form as a standard action.

You can freely designate the new form’s minor physical qualities (such as hair color, hair texture, and skin color) within the normal ranges for a creature of that kind. The new form’s significant physical qualities (such as height, weight, and gender) are also under your control, but they must fall within the norms for the new form’s kind. The subject is effectively disguised as an average member of the new form’s race. If you use this spell to create a disguise, it grants a +10 bonus on the Disguise check.

When the change occurs, your equipment, if any, either remains worn or held by the new form (if it is capable of wearing or holding the item), or melds into the new form and becomes nonfunctional. When the subject reverts to their true form, any objects previously melded into the new form reappear in the same location on their body they previously occupied and are once again functional. Any new items they wore in the assumed form and can’t wear in their normal form fall off and land at their feet; any that they could wear in either form or carry in a body part common to both forms at the time of reversion are still held in the same way. Any part of the body or piece of equipment that is separated from the whole reverts to its true form. If the new form has more body parts of a given type and one is cut off determine randomly if is corresponds to the subject's original. For example, an elf polymorphed into a giant spider that loses a leg only has a 50% chance of losing a leg when it reverts.

Material Component
A pinch of material(feathers, fur, hair, scales,etc) from the creature of the new form. (Prices vary: a normal spell component pouch will contain parts for animals and magical beasts common to the area. In general prices will be less than (CR x HD x 10gp) per pinch)

Baleful Polymorph

This spell functions like Polymorph, except that targets need not be touched or willing, the duration is permanent, and the new form must be a Small or smaller animal of no more than 1 HD (such as a dog, lizard, monkey, or toad).

All items worn or carried by the subject fall to the ground at its feet, even if they could be worn or carried by the new form.

If the new form would prove fatal to the creature (for example, if you polymorph a land-bound target into a fish, or an airborne target into a toad), the subject gets a +4 bonus on the save.

As with any polymorph effect if the subject remains in the new form for 24 hours within any period 48 consecutive hours, it must attempt a Will save. If this save fails, it loses its ability to understand language, as well as all other memories of its previous form, and its Hit Dice and hit points change to match an average creature of its new form. These abilities and statistics return to normal if the effect is later ended.

Incorporeal or gaseous creatures are immune to baleful polymorph, and a creature with the shape-changer subtype (such as a lycanthrope or a doppelganger) can revert to its natural form as a standard action (which ends the spell’s effect).

Polymorph Any Object

This spell functions like polymorph, except that it changes one object or creature into another. The duration of the spell depends on how radical a change is made from the original state to its enchanted state. The duration is determined by using the following guidelines.

Changed Subject Is: Increase to Duration Factor
Same kingdom (animal, vegetable, mineral) +5
Same class (mammals, fungi, metals, etc.) +2
Same size +2
Related (twig is to tree, wolf fur is to wolf, etc.) +2
Same or lower Intelligence +2
Increase to Duration Factor
Add all that apply. Look up the total on the next table.
Duration Factor Duration Example
0 20 minutes Pebble to human
2 1 hour Marionette to human
4 3 hours Human to marionette
5 12 hours Lizard to manticore
6 2 days Sheep to wool coat
7 1 week Shrew to manticore
9+ Permanent Manticore to shrew

A non-magical object cannot be made into a magic item with this spell. Magic items aren’t affected by this spell.

This spell cannot create material of great intrinsic value, such as copper, silver, gems, silk, gold, platinum, mithral, or adamantine. It also cannot reproduce the special properties of cold iron in order to overcome the damage reduction of certain creatures.

This spell can also be used to duplicate the effects of baleful polymorph, polymorph, flesh to stone, stone to flesh, transmute mud to rock, transmute metal to wood, or transmute rock to mud.

Arcane Material Component
Mercury, gum arabic, and smoke.

Shapechange

This spell functions like polymorph, except that it enables you to assume the form of any single nonunique creature (of any type) from Fine to Colossal size. The assumed forms challenge rating is capped at 24 at level 25. Unlike polymorph, this spell allows incorporeal or gaseous forms to be assumed.

The new form does not disorient you. Parts of your body or pieces of equipment that are separated from you do not revert to their original forms.

You can become just about anything you are familiar with. You can change form once each round as a free action. The change takes place either immediately before your regular action or immediately after it, but not during the action. If you use this spell to create a disguise, you get a +10 bonus on your Disguise check.

Focus
A jade circlet worth no less than 1,500 gp, which you must place on your head when casting the spell. (The focus melds into your new form when you change shape.)