Modified SpellsAcid Arrow:As normal, except increase the damage to 2d8.
Acid Fog:As normal except all inside the fog may roll a Reflex save while attempting to move. On a successful save, the creature may move at half its normal speed. On a failed save, its speed is reduced to five feet for that round. In either case, the creature may double move as a full-round action, but is unable to charge, run, or sprint while inside the fog.
Acid Splash:As normal, except the spell deals 1d4 damage per odd caster level (capped at 5d4 at 9th level).
Alter Self:Per the PHB, except any bonus to Armor Class or skills are capped at +1 for every three caster levels, maximum +5 at 15th level. Any increase to your movement speed is capped at +10' per three caster levels, to a maximum of +50' at 15th level. So if a 6th level caster with a base speed of 30 cast Alter Self, he could not gain more than +2 points of natural armor, a +2 racial bonus to any skill, and a movement speed higher than 50' (base 30' + 20') for any mode of movement.
Awaken:The target animal must have an Intelligence of 2 or less to be targeted by this spell.
Bull's Strength (Bear's Endurance, Cat's Grace, Eagle's Splendor, Fox's Cunning, and Owl's Wisdom):Increase the duration to 10 minutes per caster level.
Cure Critical Wounds:Heals 4d8 + 4 points per caster level or hit die of the recipient, whichever is greater (no cap).
Cure Light Wounds:Heals 1d8 + 1 point per caster level or hit die of the recipient, whichever is greater (no cap).
Cure Light Wounds, Mass (and related spells):Heals the normal amount of the single-target version of the spell, but to medium range (100' + 10 per caster level). Any targets withing a 20' radius can be healed (or harmed if undead).
Cure Minor Wounds:As normal, except it cannot heal the target to more than half its maximum hit points. It has no effect on a creature with half or more if its maximum hit points.
Cure Moderate Wounds:Heals 2d8 + 2 points per caster level or hit die of the recipient, whichever is greater (no cap).
Cure Serious Wounds:Heals 3d8 + 3 points per caster level or hit die of the recipient, whichever is greater (no cap).
Disintegrate:On a failed save, the target is killed and disintegrated instead of taking 2d6 damage per caster level.
Disrupt Undead:As normal, except the spell deals 1d10 points of damage per odd caster level (capped at 5d10 at 9th level).
Divine Power:You gain a +4 Enhancement bonus to Strength and Constitution and a +4 sacred (or profane) bonus to Armor Class for 10 minutes per caster level.
Electric JoltAs normal, except the spell deals 1d6 damage per odd caster level (capped at 5d6 at 9th level).
Entangle:As normal, except the Strength and Escape Artist DC to break out is equal to the spell’s Reflex save DC.
Gate:As normal, except when using the Calling version, you cannot compel a creature with a Challenge Rating greater than your caster level – 2 to come through the gate or control them. You can control a called creature with a Challenge Rating two or lower than your caster level.
Glitterdust:As normal, except on a failed Will save, the creature is only blinded for one round. For the remainder of the duration, their attacks suffer a 20% miss chance due to concealment.
Ice Storm:Increase damage to 1d6 per caster level, capped at 10d6. One half of the damage dice (round down) deal cold damage, and the rest deal bludgeoning damage.
Inflict Critical Wounds:Heals 4d8 + 4 points per caster level or hit die of the recipient, whichever is greater (no cap).
Inflict Light Wounds:Heals 1d8 + 1 point per caster level or hit die of the recipient, whichever is greater (no cap).
Inflict Light Wounds, Mass (and related spells):Heals the normal amount of the single-target version of the spell, but to medium range (100' + 10 per caster level). Any targets withing a 20' radius can be healed (or harmed if living).
Inflict Minor Wounds:As normal, except it cannot heal the target to more than half its maximum hit points. It has no effect on a creature with half or more if its maximum hit points.
Inflict Moderate Wounds:Heals 2d8 + 2 points per caster level or hit die of the recipient, whichever is greater (no cap).
Inflict Serious Wounds:Heals 3d8 + 3 points per caster level or hit die of the recipient, whichever is greater (no cap).
Polar Ray:Increase range to Long. In addition to taking damage, the target must succeed on a Fortitude save or be paralyzed a number of rounds equal to your caster level. The target is not paralyzed if they suffer no damage from the spell.
Polymorph:Removed. Use the Animorph and similar spells described below in New Spells
(credit to Rich Burlew for these spells).
Ray of Frost:As normal, except the spell deals 1d6 damage per odd caster level (capped at 5d6 at 9th level).
Shapechange:Removed. Use the Infinimorph spell described below in New Spells
(credit to Rich Burlew for these spells).
Solid Fog:As normal except all inside the fog may roll a Reflex save while attempting to move. On a successful save, the creature may move at half its normal speed. On a failed save, its speed is reduced to five feet for that round. In either case, the creature may double move as a full-round action, but is unable to charge, run, or sprint while inside the fog.
Sonic SnapAs normal, except the spell deals 1d3 damage per odd caster level (capped at 5d3 at 9th level). The Will save is replaced with a Fort save, both to negate the deafening effect, and to half the damage.
Teleport:As normal, except that you may only teleport to an area that you have attuned. Attuning an area requires ten minutes of concentration. You may only have two such areas attuned at a time. If you attune another while you already have two attuned, you must lose focus on one of your two areas (your choice). You must physically be at the area to attune it. At a minimum, an attuned area counts as “studied carefully” for purposes of determining if the spell is on target.
Teleport, Greater:As normal, except you may only teleport to an area you have attuned (see Teleport above). You may attune five areas at a time instead of two.
Time Stop:The casting time is an immediate action, and the spell lets you immediately take your turn. Your initiative count is changed to the current count. You cannot cast Time Stop during the turn gained via another Time Stop.
New SpellsAnimorph *Transmutation (Polymorph)
(Druid 4, Sor/Wiz 4)
You transform the target into the shape of an animal, granting it the Polymorphed template (see
Rich's post at GitP) for the duration of the spell. This replaces any existing Polymorphed template the creature may have had. The assumed shape must be the most common form of any creature of the Animal or Magical Beast type, subject to the following restrictions:
- The total Hit Dice of the creature must be equal to or lower than your caster level.
- The size of the creature can be no larger than one size greater than the target, and no smaller than Fine.
- The creature cannot be one with a template.
- The creature cannot have the Swarm subtype.
- The creature may be the adult form of the creature or any younger form.
- You must be familiar with the kind of creature chosen. The details of what constitutes "familiarity" are left up to the DM, though encountering the creature of that kind in the flesh certainly qualifies.
- You are free to designate the cosmetic appearance of the assumed shape, choosing the hair color, hair texture, eye color, height, and weight, within the normal range for creatures of that kind. If the base creature possessed the Shapechanger subtype before gaining the Polymorphed template, they may revert to their original form (that is, lose the Polymorphed template altogether) as a standard action. If slain, the subject reverts to their original form.
This spell dispels animal growth, enlarge person, and reduce person if the target is affected by these spells.
Anthromorph *Transmutation (Polymorph)
(Bard 5, Sor/Wiz 4)
This spell functions as Animorph, except that the assumed shape must be of the Fey, Humanoid, Giant, or Monstrous Humanoid type.
Aeromorph/Geomorph/Hydromorph/Pyromorph *Transmutation (Polymorph)
(Aero 5, Druid 7, Geo 5, Hydro 5, Pyro 5, Sor/Wiz 5)
This spell functions as Animorph, except that the assumed shape must be of the Elemental type, or of the Outsider type with the Air, Earth, Fire, or Water subtype. In addition, you may also grant the target the form of an Animal or Magical Beast with any inherent template that would cause the creature to gain the Elemental type.
When you use this spell to take the form of a creature with the Air, Earth, Fire, or Water subtypes, it is a spell of that type. For example, aeromorph is an air spell when used to take the form of a djinni. While the spell is often called by the name that reflects the element being chosen, it is still one spell, not four separate ones.
Detect AirDivination
(Aero 0)
As Detect Animals and Plants, except you detect fires in the area, mundane or magical.
1st round - Presence or absence of air and air-breathing creatures.
2nd round - Number of pockets of air in the area.
3rd round - The size of each pocket of air and its nature (safe to breath, toxic, windy magical). Air-breathing creatures are also detected as well as their size, but their specific type is not discerned. If it is outside your line of sight, then you discern its direction but not its exact location.
Detect EarthDivination
(Geo 0)
As Detect Animals and Plants, except you detect stone, metals, and minerals in the area, mundane or magical.
1st round - Presence or absence of unworked stone, metal, and minerals.
2nd round - Number of deposits or objects detected in the area.
3rd round - The size of each deposit or object and its nature (type of metal, mineral, or stone, as well as if it’s enchanted). If it is outside your line of sight, then you discern its direction but not its exact location.
Detect FireDivination
(Pyro 0)
Level 1
As Detect Animals and Plants, except you detect fires in the area, mundane or magical.
1st round - Presence or absence of fire.
2nd round - Number of fires in the area.
3rd round - The size of each fire and its nature (mundane or magical). If it is outside your line of sight, then you discern its direction but not its exact location.
Detect WaterDivination
(Hydro 0)
As Detect Animals and Plants, except you detect water in the area, mundane or magical.
1st round - Presence or absence of water or water-based liquids.
2nd round - Number of bodies of water or water-based liquids in the area.
3rd round - The size of each body and its nature (weather it is pure, safe to drink, freshwater, saltwater, or enchanted, such as potions and holy water). Creatures with blood are also detected, as well as their size, but their type is not discerned. If it is outside your line of sight, then you discern its direction but not its exact location.
Dracomorph *Transmutation (Polymorph)
(Sor/Wiz 8)
The target takes on the form of a mighty dragon. This spell functions as Animorph, except that the assumed shape must be of the Dragon type and may be up to two sizes larger than the target's normal size.
In addition, once during the spell's duration, the target may use the breath weapon (if any) of the assumed shape as a standard action. The damage, area, and energy type are identical to those of the assumed shape at that particular age category. The saving throw for the breath weapon is equal to 10 + 1/2 the subject's HD + the subject's Con modifier (which is itself modified by the Dracomorph spell).
Finger of FireEvocation [Fire]
(Pyro 0, Sor/Wiz 0)
As Ray of Frost, but fire damage.
FiresightDivination
(Pyro 3)
As Clairaudience/Clairvoyance, except the sensor must be place in a flame within the spell’s range. If you target a general area, the sensor is placed in the nearest flame within range with line of affect to the targeted area. If no flames are available, the spell fails.
Force BoltEvocation [Force]
(Sor/Wiz 0)
As Ray of Frost, but force damage and all dice are d3 instead of d6.
Ice PatchConjuration [Cold]
(Hydro 1)
As Grease, but the spell creates a patch of ice instead. The ice melts in any section of the area or object that takes at least one point of fire damage, ending the effect for that area or object. An object surrounded by ice becomes buoyant and floats in water.
Infinimorph *Transmutation (Polymorph)
(Sor/Wiz 9)
You gain absolute control of your form. Once per round as a free action, you may apply or remove the Polymorphed template; the assumed shape may be a creature with any type. Any assumed shape must be the most common form of any creature type and may be of any size (from Fine to Colossal) or stage of development. The assumed shape chosen must be a creature that conforms to the following restrictions:
- The total Hit Dice of the creature must be equal to or lower than twice your caster level.
- The creature may not have more than one template applied. Further, any template cannot be one that increases the Challenge Rating of the creature by an amount greater than one-quarter your caster level.
- You must be familiar with the kind of creature chosen. The details of what constitutes "familiarity" are left up to the DM, though encountering the creature of that kind in the flesh certainly qualifies.
Other than the wider range of available shapes and the ability to change shape repeatedly, this spell functions as Animorph.
Planomorph *Transmutation (Polymorph)
(Clr 7, Sor/Wiz 6)
This spell functions as Animorph, except that the assumed shape must be of the Outsider type and not possess the Air, Earth, Fire, or Water subtypes. In addition, you may also grant the target the form of an Animal or Magical Beast with the Celestial or Fiendish templates (but not Half-Celestial or Half-Fiend templates) applied. At the DM's discretion, there may be additional templates allowed based on other Outsider types.
For the duration of the spell, your natural weapons and any weapons you wield are treated as aligned with any alignment subtype your assumed shape would have (Chaotic, Evil, Good, or Lawful), though you do not actually gain that subtype. When you use this spell to take the form of a creature with one or more of these subtypes, it is a spell of that type. For example, Planomorph is a Chaotic and Evil spell when used to take the form of a demon.
Transport via Fire[/b]
Conjuration (Teleportation)
(Pyro 6)
As Transport via Plants, except you enter into and exit from a fire of your size or larger.
Water JetConjuration [Water]
(Hydro 1)
Area: 30’ line
Save: Reflex half
This spell shoots a jet of water in the area, dealing 1d6 points of non-lethal damage per caster level to all affected. A successful Reflex save halves the damage. Any small or smaller non-magical fires in the area are extinguished.
Xenomorph *Transmutation (Polymorph)
(Sor/Wiz 5)
This spell functions as Animorph, except that the assumed shape must be of the Aberration, Ooze, or Vermin type.
* All of the new Polymorph spells have the following stat block: (Credit: Rich Burlew)
Transmutation (Polymorph)
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: Willing living creature touched
Duration: 10 min./level (D)
Saving Throw: None
Spell Resistance: No