1. Spell Variants

Techology Items

None of the items, magic or mundane, in the Pathfinder Technology Guide exist on Toril, as Numeria doesn’t exist, and are therefore banned content.

Forgotten Realms Magic

Spells found in Magic of Faerun and associated campaign supplements are tentatively legal spells in this campaign, lest they have been replaced by a sufficiently similar functioning spell. Anything needing mechanics changes from their printed form will be amended at the end of this page.

Alteration Spells

All self affecting alteration spells (Alter Self, Beast Shape et al) are 10 minutes/level rather than 1/level. This brings them all on par with Shapechange, and allows for, you know, roleplay with them.

Bull’s Strength, Cat’s Grace, et al

All are replaced by a single, selective ability enhancing spell for single target and for mass target:

Animal Prowess

School: Transmutation
Classes: alchemist 2, bard 2, bloodrager 2, cleric/oracle 2, druid 2, magus 2, medium 2, paladin 2, psychic 2, ranger 2, shaman 2, sorcerer/wizard 2, summoner 2
Elemental Schools: wood 2 (DEX only)
Domains/Subdomains: education (INT only), flowing (DEX only), strength (STR only), rage (STR only)
Bloodlines: abyssal (STR only) imperious 2 (CHA only)

Casting Time: 1 standard action
Components: V, S, M/DF
Range: touch
Target: creature touched
Duration: 10 min./level
Saving Throw: Will negates (harmless); Spell Resistance yes (harmless)

Description: One of the transmuted creature(s) abilities gains an enhancement bonus of +4. When it is cast, the spell is incanted to be one of six variants of the spell:

  • Bull’s Strength: applies to the target’s STR score,
  • Bear’s Endurance: applies to the target’s CON score,
  • Cat’s Grace: applies to the target’s DEX score,
  • Eagle’s Splendor: applies to the target’s CHA score,
  • Fox’s Cunning: applies to the target’s INT  score,
  • Owl’s Wisdom: applies to the target’s WIS score.

This affects any and all ability rolls for that ability. Spellcasters with the chosen ability do not gain additional spell slots for this improvement, but their DCs for spells cast, caster level checks, et al that use the ability bonus do improve. Improvements to CON apply the correlating bonus to the target’s max hitpoints for the duration of the spell. Improvements to DEX add to the target’s AC.

 

Animal Prowess, Mass

Classes: bard 6, cleric/oracle 6, druid 6, magus 6, psychic 6, shaman 6, sorcerer/wizard 6, summoner 6
Elemental Schools: wood (DEX only)
Domains/Subdomains: ferocity (STR only)
Mysteries: battle 6 (STR only), lore 6 (WIS only)

Range: close (25 ft. + 5 ft./2 levels)
Target: One creature/level, no two of which can be more than 30 ft. apart

This spell functions identically to Animal Prowess, except that it affects multiple creatures. All creatures are subject to the same ability being enhanced in the casting of the spell.

Communal Spells

Communal versions of spells are hence considered the base spell, prepared or spontaneously cast at the next higher circle. The communal spell by name will still “exist” for the sake of slot preparation and keeping track of in spell lists, but for the purposes of spells known, spellbooks, et al, you only need have the base spell. (eg, Protection from Energy, vs. Communal Protection from Energy) in order to prepare or cast the spell communally.

Enlarge/Reduce Animal, Person, et al

The enlarge and reduce versions of these transmutation spells are combined into Enlarge/Reduce Animal, Enlarge/Reduce Person, et al spells

Heightened Spells

As referenced in Everyman Feats, there is no actual feat, nor is heightening actually a metamagic process to need one. Anyone who either prepares their spell at a higher level — or spontaneously casts it using a higher level spell slot — casts the spell with its effective level equal to that of the level slot used to cast it for the purpose of save DCs, spell resistance, dispelling and all other purposes that key off of the spell level.

As it is not a metamagic feat to do so, any ability, feat or other effect that would lower the level slot cost for metamagic feats will not effect the slot cost of casting a spell at a higher power level.

Mass Daze

Verbiage edited as follows, clariying and removing the HD cap:

This spell clouds the mind of any targeted humanoid creatures who fail their save. A dazed subject is not stunned, so attackers get no special advantage against it. After a creature has been dazed by this spell, it is immune to the effects of this spell for 1 minute.

Premonition

Third party spell link.
The spell circle for this spell is Cleric/Oracle 5, Ranger 4
Also the description of the spell is amended as follows: You are able to see a split second into the future – just enough to see something coming for you before it hits. For the spell’s duration you do not lose your Dexterity bonus to AC while flat-footed, cannot be surprised, and do not provoke Attacks of Opportunity. You also gain a +2 bonus to Reflex saves and Dexterity checks. You do not receive any of these benefits if you are helpless, unconscious or otherwise immobilized.

Protection from (Evil/Good/Law/Chaos)

The alignment protection spells and their communal and magic circle variants combine all four axes into a single spell which the caster chooses the alignment to ward against at the time of casting:

  • Protection from Alignment
  • Communal Protection from Alignment
  • Magic Circle against Alignment

The alignment descriptor of the spell changes based on the alignment selected at the time of casting, which is the opposite axis of the alignment being warded against; so clerics cannot choose an alignment descriptor that opposes theirs or their deity’s alignment axes. Only one axis can be warded in a single casting, and you cannot ward the same target against opposite axes at the same time (having a subject within two overlapping magic circles of opposite alignments, however, still works.)

Rage

The Rage spell’s effects are changed to mirror those of the Unchained Barbarian’s rage, to remove the same issues as the class feature:

Each affected creature gains a +2 morale bonus to attack and damage rolls, a +2 morale bonus on Will saves, 2 temporary hit points her hit die and a -2 penalty to AC. The effect is otherwise identical with a barbarian’s rage except that the subjects aren’t fatigued at the end of the rage.

Stone Shield

Modified as follows (empasis on altered verbiage):

Stone Shield

School conjuration (creation) [earth]; Level bloodrager 1, cleric 1, druid 1, magus 2, shaman 1, sorcerer/wizard 1, summoner 1
Casting Time: 1 immediate action
Components: V, S, DF
Range 0 ft.
Effect: stone wall whose area is one 5-ft. square
Duration 1 round / level
Saving Throw none; Spell Resistance no

A 1-inch-thick slab of stone tears from the ground or other stone surface and serves to shield you on one side of your 5′ square. The stone shield gives you a +4 bonus to Armor Class and a +2 bonus on Reflex saving throws, and interposes itself between you and an opponent of your choice, providing cover against the selected opponent. If an attack misses you by 4 or less, the attack strikes the shield instead. If you make a saving throw by 2 points or less, the effect lands on the shield instead. Spells and effects that damage an area deal damage to the shield. The stone shield has hardness 8 and 15 hit points. If the shield is destroyed, the spell ends and the shield crumbles away.

You may, for the duration of the spell, move the shield as another immediate action or on another of your turns, to keep it interposed between you and the original chosen opponent, or between you and a different opponent, but you may only move the shield in any way once per turn.

You cannot use this spell if you are not adjacent to a large area of earth or stone such as the ground or a wall.

Added Spells

Awaken Sin

Enchantment (Compulsion) [Fear, Good, Mind-Affecting]
Level: Paladin 2, Cleric 3,
Components: V, S, DF,
Casting Time: 1 standard action
Range: Touch
Target: One evil creature with Intelligence 3+
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: Yes

A command for repentance issues from your mouth, carrying with it the power of the spell. The crushing feeling of guilt that grew within you while you cast the spell lifts as you project the feeling at your target.

The subject immediately takes 1d6 points of nonlethal damage per caster level (maximum 10d6) and is stunned for 1 round. If this knocks the subject unconscious, it also takes 1d6 points of Wisdom damage.

Iron Gut

Transmutation
Level: Bard 2, Sorc/Wizard 2, Gluttony 3
Components: V, S, M (a pinch of iron dust swallowed by target)
Casting Time: 1 standard action
Range: Touch
Target: One creature touched
Duration: 1 hour
Saving Throw: Fort negates (harmless)
Spell Resistance: Yes

The target’s mouth, esophagus, and digestive tract become incredibly elastic and tougher than metal, and gains a +4 circumstance bonus to saves against ingested poisons, toxins or disease taken in during the duration of the spell; it does not affect such that were already ingested before the spell was cast.

Also during the duration of the spell, one can reach down the recipient’s throat to store or retrieve a single object of light or negligible bulk in their stomach, as though the stomach were a backpack or other container. Storing and retrieving an item in this way requires a move action by the recipient, or a standard action by another person. The object must be small enough to reasonably fit within the stomach. It is very difficult for other creatures to notice that an object is hidden in this way; passive observers can’t possibly notice and the target gains a +4 circumstance bonus to Sleight of Hand checks to conceal the object unless the searcher specifically, physically searches in the mouth and stomach. If at the end of the spell’s duration, an object still stored in the stomach is violently expelled, dealing 1d6 damage to the person who swallowed it.

Shadow Double

Illusion (Shadow)
Level: Bard 2, Sorcerer/Wizard 2, Nightblade 2
Components: V
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One shadowy duplicate
Duration: See below
Saving Throw: Will disbelief
Spell Resistance: No

You complete the incantation and nearby shadows gather together, assuming your approximate size and shape.

You create a shadowy duplicate of yourself at a place you indicate within range. The duration of this double is 1 hour per caster level until it is ordered to enter combat, at that point it will disappear after 1 round per caster level has elapsed. The shadow double attacks any adjacent target (regardless of the weapon it appears to wield), as you desire. It attacks on your turn once each round, striking with an attack bonus equal to your base attack bonus + the total modifier for your illusion spell save DCs. Each hit deals 1 point of Strength damage to the target.

The first time a target is hit, it can attempt a Will save to disbelieve the effect; this negates the damage and renders it immune to further attacks by the shadow double. The shadow double occupies a space identical to yours. It is not incorporeal, and thus can’t share a space with another creature or object. It can provide a flanking bonus against any creature that hasn’t yet saved successfully against it. The shadow double can strike incorporeal creatures, but not ethereal creatures.

Each round after the first, you can use a standard action to direct the shadow double to attack any other target. To attack this new target, the shadow double can move to any new legal space within 30 feet (it moves by instantaneous teleportation). If it is not commanded to switch targets, it continues to attack the same target. A shadow double can be attacked; it has an Armor Class equal to 10 + your size modifier + a deflection bonus equal to the total modifier for your illusion spell save DCs, and has one-fifth of your full normal hit points. If the shadow double is reduced to 0 hit points, or if you create a second shadow double when the first still exists, the spell ends.

Steal book (source: PFS 3-10)
School divination; Level bard 3, inquisitor 3, sorcerer/wizard 3, witch 3
Casting time 1 standard action
Components V, S
Range touch
Target one book touched
Duration permanent
Saving throw Fortitude negates (object); Spell resistance yes (object)

Often used by bards, spies, and arcane scholars to steal important texts without alerting their owners, steal book allows you to copy the contents of one book, folio, scroll, or other text to a blank one of sufficient size. In doing so, the original pages are wiped blank, though any covers or binding remain unchanged. Differences in size between the original and the blank folio don’t matter, though the blank folio that the information is being transferred to must have an equal or greater amount of space (in number of pages or inches of scroll), or else any text that overflows the document is lost forever. This spell cannot transfer magical writing (such as a wizard’s spellbook or a magical scroll).

Servants of the gods of knowledge and the written word are granted this spell in order to recover the written word lost by either accident or deliberate action. When cast by a faithful of Oghma or Deneir, the spell can restore lost information, such as a page obscured by spilled wine, text erased by magical or mundane means (including by a prior casting of this spell), or even pages lost to fire or another type of damage.

When steal book is cast from a scroll, the beginning of the stolen text appears on the steal book scroll until you select a target book for the text to appear in, the writing contained therein can be held in the scroll for 10 minutes per caster level of the scroll before the scroll crumbles; if the writing hasn’t been targeted onto a blank book by the end of that duration the writing is lost. The stolen text glitters and sparkles while it remains on the scroll.

Special: Divine casters of Oghma or Deneir can prepare this spell as a 3rd level spell.

Rainbow (Source, Dragon #321)
School conjuration (creation) [light] Level; Radiance 6
Components: V, S, DF
Casing time: 1 standard action
Range: Personal
Effect: Rainbow bow. quiver, and arrows
Duration: 1 hour/level
Saving Throw: None Spell Resistance: Yes
A rainbow-hued longbow appears in your hand, along with a full quiver of arrows in a variety of colors. The longbow as a +1 longbow that the caster is proficient in using, regardless of having the proper feats. The quiver holds an endless supply of seven different colored arrows. each being made of a different material and having the following effects:

  • Red: construct-bane arrows,
  • Orange: outsider-bane silver arrows,
  • Yellow: plant-bane arrows.
  • Green: magical beast-bane arrows
  • Blue: undead-bane arrows
  • Indigo: aberration-bane arrows
  • Violet: dragon-bane cold iron arrows

The Rainbow confers its enhancement bonus to the ammunition it creates as it fires them. Only the caster can use the longbow, quiver, and arrows this spell creates, and they immediately appear back in his possession if dropped or given away. The caster can drop the longbow and quiver to use other weapons during this spell’s duration: they rematerialize for use when the caster wills it as a free action. The longbow, quiver, and arrows created by this spell have no weight and cannot be sundered or destroyed, as they are solid light; although a successful dispel attempt dispels all the items created by this spell. Once the spell’s duration expires, the bow. quiver, and all arrows created by the spell disappear. The enhancement bonus of the Rainbow increases by +1 for every 4 caster levels after 12th.