Starspeaker Spells

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Name

Changewater

School [Type]

Transmutation [Water]

Level

Drd 8, Water 8

Components

V, S, M, DF

Casting Time

1 action

Range

0 ft.

Target(s)/Area/Effect

Grow one treant

Duration

1 hour/level

Saving Throw

None

Spell Resistance

No

Description

Upon uttering this spell, the caster pours a flask of pure water onto the ground, from which immediately sprouts a Huge treantlike creature, similar to the one produced by the changestaff spell. The 24-foot tall water-treant defends the caster and obeys any spoken commands. If it is reduced to 0 hit points or less, it flies apart, reverting to a shower of water droplets.

Material component: The spell requires a flask of pure water, which means that the water must have been distilled into a pristine flask in preparation for casting the spell. Obviously, the water is consumed by the casting of the spell. Alternatively, the caster can use a flask of pure elemental water (if he can get it) to produce an advanced (14 HD) treant.

Name

Drown

School [Type]

Transmutation [Water]

Level

Clr 6, Water 6

Components

V, S, DF

Casting Time

1 action

Range

Medium (100 ft. + 10 ft./level)

Target(s)/Area/Effect

One air-breathing creature per 3 levels

Duration

Concentration or 1 minute/level (D)

Saving Throw

Fortitude negates

Spell Resistance

Yes

Description

This spell draws upon the water within air-breathing creatures, causing their lungs (or equivalent organs) to fill up with fluid. The caster may designate one victim per three caster levels, who must each pass a successful saving throw or begin drowning immediately. See the DMG page 85 for rules on drowning. Characters who fail their save will be unable to breath for the duration of the spell and as long as they remain within range of the caster. The caster may maintain the spell indefinitely by continuously concentrating. The spell will automatically end 1 minute/level after the caster's concentration is broken. Drowning characters move at half speed until they fail their first Constitution Check (at which time they fall unconscious). They make all attack rolls with a -2 penalty and suffer a -4 penalty to effective Dexterity. Spellcasters must make a Concentration check (DC 15) to cast spells while drowning, but may not cast any spell with a verbal component, due to the water in their lungs.

Name

Earthbind

School [Type]

Transmutation [Wood]

Level

Clr 2, Drd 2, Wood 2

Components

V, S, DF

Casting Time

1 action

Range

Long (400 ft. + 40 ft/level)

Target(s)/Area/Effect

10 ft. radius/level

Duration

1 minute/level

Saving Throw

No or Reflex negates

Spell Resistance

Yes (see text)

Description

This spell must be cast on some sort of earth or soil capable of growing plants. There need not be any plants visible, but the soil must be capable of supporting life. The spell causes a myriad tiny shoots and roots to erupt from the ground and weave their way through any earth or stone above them. The roots weave together tightly, spreading out in a 10-foot radius per round to the maximum extent of the spell. The interwoven roots hold the earth or stone fast and keep it from moving, rolling or washing away. Typically, this spell has two main uses. First, the spell can be used to prevent or stop a rock- or mudslide by binding the loose rocks or dirt together with interwoven roots and vines. Used in this fashion, the spell will hold such a landslide with a width equal to twice the spell area's radius. All characters standing beneath this area will be protected from the landslide for the duration of the spell. Similarly, an area of ground affected by an earthbind spell cannot be affected by any earth-based spells or effects for the duration of the spell. This also means that earth elementals cannot be summoned in these areas, either. The second use of the spell is as an improved means of entangling earth-based creatures, such as elementals. Any such creatures in contact with the ground that fail a Reflex save become entangled by the roots and vines growing up through and around them. The vines and roots do not inflict any physical damage, but do hamper movement per the entanglement rules on page 84 of the DMG. For combat purposes, assume that creatures that do not fit entirely within the spell's area of effect are not affected by the spell.

Name

Forest Fire

School [Type]

Transmutation [Wood]

Level

Clr 8, Fire 7

Components

V, S

Casting Time

1 Full Round

Range

Medium (100 ft. + 10 ft./level)

Target(s)/Area/Effect

Two 10-ft. cubes/level (S)

Duration

Instantaneous

Saving Throw

Reflex half or Will negates (see description)

Spell Resistance

Yes

Description

This spell suddenly releases the potential fire within all wooden objects. When the spell is cast, all wooden objects or wood-based creatures (except those designated by the caster) within the spell's area of effect burst into flames and are instantly destroyed. Wood-based creatures may make a Will save to negate the spell's effects. Magical items crafted of wood receive a saving throw to prevent being destroyed. Any creatures within the area take 1d6 points of fire damage per caster level (maximum 20d6). Once lit, the objects will continue to burn until put out by some other means. Even the caster cannot extinguish the flames without casting another spell, such as quench.

Name

Greater Shadowstuff

School [Type]

Conjuration [Shadow]

Level

Shadow 6

Components

V, S, M, DF, XP

Casting Time

12 hours

Range

0 ft.

Target(s)/Area/Effect

Creates a shadow duplicate of a single living creature

Duration

1 day/level or until slain (see description)

Saving Throw

None

Spell Resistance

No

Description

This spell draws shadowstuff from the Plane of Shadow to create a duplicate of a living creature. For all intents and purposes, the duplicate is real and appears to be exactly the same as the original. The duplicate will appear in the same condition that the original creature was in at the time the material component was collected, to include non-magical equipment, hit points and knowledge (level, skills, and speaking ability). If the creature was wounded at the time of collection, the duplicate will be wounded also. The personality of the shadowstuff creature will be slightly warped, appearing as an almost insane version of the original. The duplicate will have to make a Disguise check when trying to pass for the original creature. At all times, the duplicate remains under the absolute control of the caster. No special telepathic link exists, so commands must be given in some other manner. As long as it remains on the Prime Plane, the duplicate has no ability to become more powerful. It cannot increase its level or abilities. If destroyed, it reverts to pure shadowstuff and is dispersed back to the Plane of Shadow. A process requiring at least 1 night and 100 gp per hit point, and a secluded laboratory can repair damage to a shadowstuff duplicate. However, if a duplicate somehow manages to enter the Plane of Shadow before being destroyed, it can take on a life of its own. From that point on, it becomes a twisted version of the original, capable of advancing and becoming more powerful. Upon entering the Plane of Shadow, the duplicate will gain hit points bringing its total to the character's maximum at the time of component collection. In other words, a duplicate that was "wounded" upon creation will be fully "healed." The duplicate will also take on the Outsider (Shadow) creature type. Most duplicates attempt to return to the Prime Plane in order to kill their originals and take their place, but a few simply carry on their own existence as a separate entity. Either way, the presence of a shadow twin can cause numerous problems for an original character. Any shadowstuff duplicate that is exposed to direct daylight or its magical equivalent will be instantly destroyed. If this happens before the duplicate is able to enter the Plane of Shadow on its own, the result is permanent. However, if the duplicate has journeyed into the Plane of Shadow and become a unique entity, exposure to sunlight merely forces the creature to return to its native plane. If the creature has the ability to return to the Prime Plane on its own, it may do so after 24 hours. Otherwise, it may only return when summoned or sent by someone or something else. Material Component: The spell requires some piece of the creature to be duplicated (hair, nail, etc.) which must be placed on a black silhouette form of the creature in the approximate location of the original creature's heart, along with a perfect obsidian sphere worth 100gp.

XP cost: 1,000 XP

Name

Ignore Earth

School [Type]

Abjuration [Earth]

Level

Drd 9, Earth 8

Components

V, S, DF

Casting Time

1 action

Range

Touch

Target(s)/Area/Effect

Creature or object touched

Duration

10 minutes/level

Saving Throw

None (harmless)

Spell Resistance

No (harmless)

Description

This spell grants the recipient total immunity to all stone weapons and earth-based spells or effects. The character can move through earth and stone as easily as through air, in any direction he or she wills. Stone weapons will pass through the character without causing any damage. Weapons whose key components are stone (such as stone hammers with wooden or metal handles) will deliver only half damage. The character may only pass through areas filled with earth and stone and will be barred or affected by the presence of any other element or material.

Name

Ignore Fire

School [Type]

Abjuration [Fire]

Level

Drd 9, Fire 8

Components

V, S, DF

Casting Time

1 action

Range

Touch

Target(s)/Area/Effect

Creature or object touched

Duration

10 minutes/level

Saving Throw

None (harmless)

Spell Resistance

No (harmless)

Description

As Ignore Earth, except that the spell grants immunity to all fire-based spells and effects. The character may only pass through areas filled with pure fire, and will be affected by the presence of any other materials within it. For example, a character under the influence of an ignore fire spell could walk through a burning building without getting even a single hair singed, but could still be killed by the collapsing wood and stone that may fall on him.

Name

Ignore Metal

School [Type]

Abjuration [Metal]

Level

Drd 9, Metal 8

Components

V, S, DF

Casting Time

1 action

Range

Touch

Target(s)/Area/Effect

Creature or object touched

Duration

10 minutes/level

Saving Throw

None (harmless)

Spell Resistance

No (harmless)

Description

As Ignore Earth, except that the spell grants immunity to all metal including weapons and objects and metal-based effects. Characters affected by this spell may pass through any solid metal wall or through metal bar. More appropriately, the bars will seem to pass through them.

 

Name

Ignore Water

School [Type]

Abjuration [Water]

Level

Drd 9, Water 8

Components

V, S, DF

Casting Time

1 action

Range

Touch

Target(s)/Area/Effect

Creature or object touched

Duration

10 minutes/level

Saving Throw

None (harmless)

Spell Resistance

No (harmless)

Description

As Ignore Earth, except that the spell grants immunity to all water-based spells and effects. Characters affected by this spell may still float or swim on water, but will simply not suffer any negative effects for the duration of the spell.

Name

Ignore Wood

School [Type]

Abjuration [Wood]

Level

Drd 9, Wood 8

Components

V, S, DF

Casting Time

1 action

Range

Touch

Target(s)/Area/Effect

Creature or object touched

Duration

10 minutes/level

Saving Throw

None (harmless)

Spell Resistance

No (harmless)

Description

As Ignore Earth, except that the spell grants immunity to all wood including weapons and objects and metal-based effects. Weapons whose damage-inducing components are wooden (such as staves) will do no damage. Weapons that use wood for handles or shafts (like picks, axes, or arrows) will do normal damage. Characters may pass through any wood or plant-based material as easily as through air.

 

Name

Keenblade

School [Type]

Transmutation [Metal]

Level

Clr 1, Metal 1

Components

V, S, F, DF

Casting Time

1 action

Range

Touch

Target(s)/Area/Effect

Metal object touched

Duration

1 minute/level

Saving Throw

Will negates (harmless, object)

Spell Resistance

Yes (harmless, object)

Description

Although the name refers to bladed weapons, keenblade actually works on all objects crafted of metal. For the duration of the spell, the weapon's damage type is changed to slashing, unless the weapon already does slashing damage. Additionally, the spell gives the weapon a +1 enhancement bonus to attack and damage rolls, similar to the spell Magic Weapon . However, unlike that spell, the weapon is not considered blessed. For items already crafted as weapons, the keenblade weapon has the same characteristics as the original weapon (damage, critical threat range, etc.), and merely changes to a slashing weapon. For metal items that were not made as weapons (say, a metal rod), the object becomes a slashing martial weapon that deals damage based on its size. A small object deals 1d6 points of damage, a medium object deals 1d8, and a large object deals 1d10. All such weapons have a critical threat of x2--such items are not balanced or weighted for increased threat ranges.

Focus: The metal object.

Name

Lesser Shadowstuff

School [Type]

Conjuration [Shadow]

Level

Shadow 4

Components

V, S, DF

Casting Time

1 minute

Range

0 ft.

Target(s)/Area/Effect

Unattended, nonmagical object of nonliving plant matter, up to 1 cu. ft./level

Duration

1 hour/level (see text)

Saving Throw

None (harmless)

Spell Resistance

No (harmless)

Description

You draw material from the Plane of Shadow to create a non-magical, unattended object of non-living matter. The volume of the item created cannot exceed 1 cubic foot per caster level. You must succeed at an appropriate skill check to make a complex item, such as a Craft (Weaponsmithing) check to make a shadowstuff sword. Attempting to use any shadowstuff object as a material spell component causes the spell to fail. Regardless of the rarity or hardness of object made, it will last for 1 hour per caster level. However, any shadowstuff item subjected to daylight or its magical equivalent will immediately fade from existence. Due to the fact that the spell draws material directly from the Plane of Shadow, no material component is required. However, any spells that prevent access to the Plane of Shadow will cause the spell to fail.

Name

Shadowkill

School [Type]

Conjuration [Shadow]

Level

Shadow 9

Components

V, S

Casting Time

1 action

Range

Close (25 ft. + 5 ft./2level)

Target(s)/Area/Effect

One living creature or one or more creatures within a 15-ft.-radius sphere. (S)

Duration

1 round/level (See text)

Saving Throw

Reflex halves (See text)

Spell Resistance

No

Description

Upon completion of the spell, all shadows within range of the caster deepen to utter blackness and take on a hissing, slithering life of their own. The shadows coalesce around the feet of the caster and immediately move toward the designated target or target area (which must also be within the spell's range) at a speed of 60. Once the shadows have reached the designated area, they spread out within a 15-ft.-radius sphere and rise up to strike out at all creatures within it. The shadows' initiative is automatically one higher than the highest initiative of the current combats (see rules on new combatants who are aware on page 62 of the DMG). On the first round after the spell is cast, the shadows, fully charged with negative energy from the Darklands, drain 1d4 levels from each character every round the victims remain within the area of effect. The shadows are too numerous to dodge completely, but a Reflex save halves the levels drained (round up). The spell lasts for 1 round per caster level or until the shadows have drained 1 level per caster level (e.g., shadowkill cast by a 20th Level Cleric will last for 20 rounds or until it drains 20 levels). Upon making a successful Reflex save, a victim may move out of the area of shadows, assuming his speed is sufficient. Upon his action, the spell's caster may move the shadows to a new area, but the shadows' initiative will become equal to his own. On the following round, the shadows' will resume their attacks in the new area. A character wishing to avoid the shadows must make a Reflex save and draws an attack of opportunity from them, automatically taking one half of 1d4 negative levels. In other words, on the first round after coalescing, the shadows attack before any other characters in combat. Any characters who passed their Reflex save may move out of the area of the spell effect when their turn comes up. Upon his turn, the caster then moves the shadows to the a character's new location. On the following round, that character may move out of the area upon a successful Reflex save. He still takes half of 1d4 negative levels. Alternatively, the caster can direct the shadows to form a protective circle around himself. The shadows will form a thin circle of darkness with a maximum radius equal to the spell's range. Any creature crossing into or out of the circle will automatically take 1d4 negative levels (Reflex save halves). This spell requires the presence of at least some shadows within the spell's range. Only areas that are completely bare and with ample light sources are considered to be free of shadows. The presence of furniture, obstructions, and even people, is sufficient to provide shadows for the function of this spell. Any magic that denies access to the Plane of Shadow also prevents this spell from taking effect.

Name

Shadowmist

School [Type]

Conjuration [Shadow]

Level

Clr 1, Shadow 1

Components

V, S

Casting Time

1 action

Range

30 ft.

Target(s)/Area/Effect

Cloud centered on caster's feet spreads to 20-ft.-radius sphere

Duration

1 minute/level (See text)

Saving Throw

None

Spell Resistance

No

Description

A dark, shadowy mist arises around the caster. It is stationary once created. The vapor obscures all sight, including darkvision, beyond 5 feet. Acreature 5 feet away has one-half concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker cannot use sight to locate the target). A moderate wind (11+ mph), such as from a gust of wind spell, disperses the mist in 4 rounds. A strong wind (21 + mph) disperses the mist in 1 round. The mist is immune to fire or fire-based spells, but a strong light source (such as sunlight or a daylight spell) burns away the mist within the area of the source. Simple torchlight or a light spell is insufficient to burn away the mist. Unlike obscuring mist, this spell functions underwater.

Name

Shadowshape

School [Type]

Transmutation [Shadow]

Level

Clr 2, Shadow 2

Components

S

Casting Time

1 action

Range

Close (25 ft. + 5 ft./2 levels)

Target(s)/Area/Effect

One shadow

Duration

10 minutes/level (D)

Saving Throw

Will negates (harmless)

Spell Resistance

Yes (harmless)

Description

Through the use of this spell, the caster can change the size and shape of any natural shadow. The caster may decrease the size of the shadow to 1/10 of its original size or increase it to as much as 10 times its original size. Additionally, the caster can depict any silhouette of his choosing, so long as the shadow has no more than 50% more or less surface area than the original. This restriction is applied after the shadow has been resized, allowing the shadow of a 6-foot tall person to be increased to 60-feet tall and then transformed into the shadow of an Ancient dragon. The DM may choose to grant up to a +4 or -4 modifier to Hide checks based on smaller or larger shadows, depending on the situation. Finally, when cast upon any single shadow-based creature or illusion, the spell can be used to rend the creature's form. The effect causes 1d6 points of damage/level (maximum 10d6) unless it makes a Will save, which negates the damage.

Name

Shadowstuff Cloak

School [Type]

Abjuration [Shadow]

Level

Clr 8, Shadow 8

Components

V, S, F, DF

Casting Time

1 action

Range

20 ft.

Target(s)/Area/Effect

One creature/level in a 20-ft.-radius burst centered on caster.

Duration

1 round/level

Saving Throw

See text

Spell Resistance

No

Description

Upon completion of this spell, black energy drawn directly from the Darklands in the Plane of Shadow surrounds the subjects, protecting them from attacks, granting them resistance to spells, and weakening opponents when they strike the subjects. This abjuration has five effects: First, the subjects of the spell gain a +4 circumstance bonus to Hide checks when moving through darkened or shadowy areas. Second, the warded creatures gain a +4 deflection bonus to AC and a +4 resistance bonus to saves. Unlike the effect of protection spells, this benefit applies against all attacks, not just against attacks by creatures of differing alignment. Third, the warded creatures gain SR 20 against all spells. Fourth, the abjuration blocks possession and mental influence, just as protection spells do. Finally, if any creature succeeds at a melee attack against a warded creature, the offending attacker takes 1d6 points of temporary Strength damage (Fortitude save negates). Focus: A piece of perfect obsidian worth at least 500 gp that has never been touched by the rays of the sun.

Name

Shatter Wood

School [Type]

Transmutation [Metal]

Level

Clr 2, Metal 2

Components

V, S, F, DF

Casting Time

1 action

Range

Touch

Target(s)/Area/Effect

Metal weapon touched

Duration

1 minute/level or until discharged

Saving Throw

Will negates (harmless, object)

Spell Resistance

Yes (harmless, object)

Description

This spell prepares any metal weapon for a singe, devastating blow to a wooden weapon or object (with up to a +1 enhancement bonus). Upon completionof the spell, the weapon gains a +1 enhancement bonus to attack and damage rolls. Additionally, anyone proficient with the weapon temporarily gains the benefit of the Sunder feat, even if they do not meet the prerequisites for the feat. Upon a successful strike against a wooden object (weapon, shield, etc.), the spell discharges from the weapon, dealing double damage to the targeted object. On a critical hit, the damage would be quadrupled. However, on a natural roll of 1, the spell discharges prematurely. The enspelled weapon must make a saving throw against the caster's DC or suffer damage as though the weapon had struck itself. This spell only works on metal weapons aimed against wooden weapons or objects.

Focus: The weapon.

Name

Transmute Earth to Metal

School [Type]

Transmutation [Earth]

Level

Drd 8, Earth 7

Components

V, S, DF

Casting Time

1 action

Range

Long (400 ft. + 40 ft./level)

Target(s)/Area/Effect

All stone or earthen objects within a 40-ft.-radius burst

Duration

Instantaneous

Saving Throw

None

Spell Resistance

Yes (object, see text)

Description

This spell enables you to turn all earthen or stone objects within its area to metal. Weapons and objects carried by creatures are affected, as well. Magic objects made of earth or stone effectively have SR 20 + caster level against this spell. Artifacts cannot be transmuted. Weapons converted from stone to metal gain hardness 10 and their current hit points are doubled. Masterwork stone weapons are converted to regular metal weapons, losing bonuses to attack rolls. Magical items affected by this spell lose their enchantments. Only a limited wish, miracle, or wish or similar magic can restore a transmuted object to its metallic state. Otherwise, for example, a stone door transmuted to a metal door is forevermore a metal door.

Name

Transmute Metal to Water

School [Type]

Transmutation [Metal]

Level

Drd 8, Metal 7

Components

V, S, DF

Casting Time

1 action

Range

Long (400 ft. + 40 ft./level)

Target(s)/Area/Effect

All metal objects within a 40-ft.-radius burst

Duration

Instantaneous

Saving Throw

None

Spell Resistance

Yes (object, harmless)

Description

As a Transmute Earth to Metal spell, except the spell transmutes metal objects into water. Any objects or weapons carried by creatures are affected,as well, and instantly drain away. Metal components of other objects are similarly affected, making the entire object useless until new metal parts can be found and the object can be remade.

Name

Wall of Water

School [Type]

Evocation [Water]

Level

Clr 6, Drd 6, Fire 5

Components

V, S, DF

Casting Time

1 action

Range

Medium (100 ft. + 10 ft./level)

Target(s)/Area/Effect

Solid wall of water or a crashing wave of water, either 10 cubic ft./caster level.

Duration

Concentration + 1 round/level or Instantaneous (See text)

Saving Throw

See text

Spell Resistance

Yes

Description

This spell creates an anchored plane of water or a gigantic wave of water, depending on the version selected. Unlike a wall of ice, a wall of water may be conjured in an area occupied by physical objects or creatures. In either form, the wall of water may only be as wide as the nearest walls will allow. For example, if the street or hallway is only 40 feet wide, a caster of 20th level may only create a wall of water 40 feet wide (however, it may still be up to 10 feet high and 5 feet thick). Wall of Water: A solid plane of water appears in the area designated by the caster. The wall emanates no dangerous energies, but any creatures caught within or entering the water are buffeted as though submerged in fast-moving water. Characters suffer 1d3 points of subdual damage each round they are within the wall and are immediately subject to the drowning rules (see page 85 of the DMG). Each round, the characters must make a Swim or Strength Check (DC 15) to move five feet in the direction of their choice. On a failed check, the character is moved in a random direction by the swirling waters. Use the grenade-like weapons rules to determine the direction of lateral movement and roll a 1d3 to determine horizontal movement. On a roll of 2 the character remains at the same level. On a roll of 1 he drops five feet, if possible; on a roll of 3 he rises five feet, if possible. Characters may be ejected by the wall, but suffer falling damage based on the height at which they were ejected. The same holds true for characters caught within the wall when the spell's duration expires. Crashing Wave: Alternatively, the caster may elect to create a wall of water that he can send crashing against opponents and objects. In this case, the wall appears at the area he designates (within the spell's range) and moves in a straight line in the direction of his choosing at a speed of 60. The wave begins at the width, thickness and height designated by the caster and continues to move forward for one round per 10 feet of the wave's height unless blocked by physical obstacles. In other words, a 40-foot high wave will travel 60 feet per round for four rounds, covering a total distance of 240 feet. As long as it remains on a single path, the wave can be redirected by solid walls, like a 90-degree turn in a tunnel, for the full length of its course. However, if forced to choose among more than one path, the wave will spread out equally among all available paths. For example, if on the second round the wave above, which is now 30 feet high, passes into a three-way intersection, it will divide evenly, sending a 10-foot high wave in each of the three directions for another 60 feet. Just as the wave loses height as it moves, the wave will lose force. Creatures no taller than the height of the wave who are caught in the path of the wave must make a Reflex save (DC 25) or be swept away, suffering 1d6 points of damage per round per 10 feet of wave height. Once a character is caught in the wave, a successful Swim or Strength check (DC 25) is required to get out of the wave. In the example above, characters directly in front of the wave who failed their initial Reflex save would suffer 4d6 points of damage on the first round, and if they failed their Swim checks, would suffer another 1d6 points of damage as they were swept down one of the three paths the wave took (determine randomly). Physical objects in the path of the wave also suffer damage. However, if the object or creature is large enough to stop the wave entirely, it suffers even greater damage. In this case, damage suffered by the object or creature is equal to to total damage the wave could have done if it had been able to continue its course. For example, if the wave above had hit a castle wall, instead of a three-way intersection, after travelling 60 feet, the wall would have suffered 6d6 points of damage (3d6 for current round at 30-feet high, plus 2d6 and 1d6 for each subsequent rounds that it would have traveled in a straight line). A 30-foot tall or larger creature would suffer the same amount of bludgeoning damage in this case.