Spellweaver Spell List

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Some of the Spellweaver's spells apart from doing the basic effect leaves on the target a mark. Also, some spells become more powerful when the target already has a certain mark on them. Multiples of the appropriate mark will often increase the power of the spell even more. Each mark lasts 1 round per Spellweaver level, or until used by a spell. A spell that can use a mark must use any and all marks of that type on that target. In this way, the Spellweaver chains together spells to build on each other and become a powerful force.

Aoe spells deal damage to each individual based on the mark that that individual has on him.

For example, if a level 2 Spellweaver targets an enemy with Marked for Weakness for two successive turns and then casts Weaken, that enemy (if hit) would take 1d4 + 5 Str damage. Both Marks of Weakness would be consumed, and a Mark of Death would be added. A Spellweaver of level 1 would only be able to apply 1 mark before using it or losing it.

No one but a Spellweaver can see what marks are on creatures.

The Marks are:
Mark of Life: Boosts healing effects.
Mark of Death: Boosts damaging and killing effects.
Mark of Strength: Boosts supportive stat boosts.
Mark of Weakness: Boosts ability drain and damage abilities.
Mark of the Shield: Boosts defensive spells.
Mark of the Sword: Boosts spells dealing with physical attacks.
Mark of Air: Boosts air related spells.
Mark of Water: Boosts water related spells.
Mark of Fire: Boosts fire related spells.
Mark of Earth: Boosts earth related spells.
Mark of the Sun: Powerful offensive effects.
Mark of the Moon: Powerful defensive effects.
Mark of the Starts: Powerful crowd control effects.


0—
Marked for Life: This spell may be cast at any time without using allotted spells for the day.
Mark Effect: none. Mark Left: Mark of Life.

Marked for Death: This spell may be cast at any time without using allotted spells for the day.
Mark Effect: none. Mark Left: Mark of Death.

Marked for Strength: This spell may be cast at any time without using allotted spells for the day.
Mark Effect: none. Mark Left: Mark of Strength.

Marked for Weakness: This spell may be cast at any time without using allotted spells for the day.
Mark Effect: none. Mark Left: Mark of Weakness.

Marked with the Shield: This spell may be cast at any time without using allotted spells for the day.
Mark Effect: none. Mark Left: Mark of the Shield.

Marked with the Sword: This spell may be cast at any time without using allotted spells for the day.
Mark Effect: none. Mark Left: Mark of the Sword.


1st—
Protective Sphere: Target gains +2 deflection bonus to AC for 1 min/lvl.
Mark Effect: Mark of the Shield, +1 deflection bonus. Mark Left: Mark of the Shield.

Minor Healing: Target is healed for 1d6 + int mod.
Mark Effect: Mark of Life, +1d4 healing. Mark Left: Mark of Life.

Lend Strength: Target gains +2 Strength and the Spellweaver gains -2 strength for 1 min/lvl.
Mark Effect: Mark of Strength, +2 Strength to target. Mark Left: none.

Weaken: Ray deals 1d4 +1 Str Damage.
Mark Effect: Mark of Weakness, +2 additional Str Damage. Mark Left: Mark of Death.

Death Ray: Ray deals 1d6 + int mod damage.
Mark Effect: Mark of Death, +2 damage. Mark Left: Mark of Death.

Razor's Edge: Target's next melee attack gets +2 to attack and damage role.
Mark Effect: Mark of the Sword, +1 to attack and damage role. Mark Left: Mark of the Sword.


2nd—
Resist Energy: Target gains +5 energy resistance against specified energy for 10 min/lvl.
Mark Effect: Mark of the Shield, +3 energy resistance. Mark Left: Mark of the Shield.

Rejuvenation: Target is healed 1d6 + int mod every round for 3 rounds.
Mark Effect: Mark of Life, Lasts 1 more round. Mark Left: Mark of Life.

Counter Attack: Target's next attack against an enemy who has just made a melee attack ignores armor and dodge bonus to ac. Mark Effect: Mark of the Shield, +2 to damage role. Mark Left: Mark of the Sword.

Drain Life: Ranged touch attack deals 2d8 + int mod damage and heals the Spellweaver for half the damage dealt.
Mark Effect: Mark of Death, +4 damage. Mark Left: none.

Bolster Fortitude: Target gains +4 to Fortitude saves for 1 min/lvl.
Mark Effect: Mark of Strength, +2 to Fortitude Save. Mark Left: Mark of Strength.

Reduce Damage: Target's next attack deals half damage.
Mark Effect: Mark of Weakness, Halves damage again (min 1 damage). Mark Left: none.

Reaching Strike: Target's reach is increased by 5ft for 1 min/lvl.
Mark Effect: Mark of the Sword, increased damage dealt by +2. Mark Left: Mark of the Sword.


3rd—
Heat Stroke: Ray deals 5d8 + int mod fire damage.
Mark Effect: Mark of Death, +1d8 damage, leaves Mark of Fire. Mark Left: Mark of Death.

Shocking Line: Deals 4d6 electricity damage to all creatures in a 50ft line.
Mark Effect: Mark of Weakness, deals 1d4 Strength Damage, leaves Mark of Air. Mark Left: Mark of Weakness.

Stone Skin: Target gains +3 natural armor for 1 min/lvl.
Mark Effect: Mark of the Shield, +1 natural armor, leaves Mark of Earth. Mark Left: Mark of the Shield.

Wellspring of Life: Target is healed for 2d8 + int mod/round for 3 rounds.
Mark Effect: Mark of Life, allies within 15ft are healed for 1d6 per round, leaves Mark of Water. Mark Left: Mark of Life.

Marked with Flame: This spell may be cast at any time without using allotted spells for the day.
Mark Effect: None. Mark Left: Mark of Fire.

Marked With Wind: This spell may be cast at any time without using allotted spells for the day.
Mark Effect: None. Mark Left: Mark of Air.

Marked With Earth: This spell may be cast at any time without using allotted spells for the day.
Mark Effect: None. Mark Left: Mark of Earth.

Marked With Water: This spell may be cast at any time without using allotted spells for the day.
Mark Effect: None. Mark Left: Mark of Water.

Trifecta of Power: This spell requires a slot in the deck.
Mark Effect: None. Mark Left: Mark of Life, Mark of the Shield, Mark of Strength.

Duo of Destruction: This spell requires a slot in the deck.
Mark Effect: None. Mark Left: Mark of Death, Mark of Weakness.


4th—
Fire Sweep: 40ft Cone deals 1d6/lvl fire damage.
Mark Effect: Mark of Fire, +1d8 + int mod fire damage, leaves Mark of Fire. Mark Left: none.

Burst of Health: heals 1d6 + int mod hp to all in 30ft radius.
Mark Effect: Mark of Life, +1d8 hp healed. Mark Left: Mark of Life.

Flow:' Target gains +4 dodge bonus to ac (can surpass armor restrictions) for 1 min/lvl.
Mark Effect: Mark of Water, +1 dodge to ac. Mark Left: Mark of Water.

Unshakable Foundation: Target cannot be knocked over, gains +4 to Strength and Fort saves.
Mark Effect: Mark of Earth, +2 to Strength and Fort. Mark Left: Mark of Earth.

Shocking Fog: Fog in 30ft radius deals 3d6 + int mod electricity damage per round for 1 round/lvl.
Mark Effect: Mark of Air, +2d6 electricity damage. Mark Left: None.

Vampiric Ray: Ray deals 1d6 damage/lvl, heals caster for the damage dealt.
Mark Effect: Mark of Death, +2d8 damage. Mark Left: Mark of Death.


5th—
Conflagration: Target takes 1d8/lvl + int mod fire damage.
Mark Effect: Mark of Fire, effect spreads to an additional target within 20 ft of the current target. Mark Left: Mark of Fire.

Ice Shield: Floating Shield absorbs 20 damage. When the shield has absorbed the maximum damage, it explodes, dealing that amount of cold damage to enemies in 20ft radius.
Mark Effect: Mark of Water, +10 damage dealt; Mark of the Shield, +5 damage absorbed. Mark Left: Mark of Water to target, Mark of Death to enemies hit by explosion.

Death Wave: 40ft Cone deals 1d8/lvl damage.
Mark Effect: Mark of Death, extra 2d8 damage; Mark of Weakness, 2d6 Con damage. Mark Left: none.

Lightning Strike: When outside, lightning strike deals 1d10/lvl + int mod electricity damage.
Mark Effect: Mark of Air, extra 2d10 damage. Mark Left: Mark of Air.

One Way Wall: Creates a 15ft tall and 40ft wide wall (or smaller, if desired) of force. Creatures and objects may only pass through one way. Magical weapons have a 50% chance to pass through.
Mark Effect: Mark of Shield on caster, doubles wall size. Mark Left: None.


6th—
Touch of Death: Melee touch attack kills a creature of 10 HD or fewer.
Mark Effect: Mark of Death, hd of creature may be 2 greater. Mark Left: none. cause it's dead.

Throwing Gust: Gust of wind hurls a medium creature 40ft, with the distance changing +/-20ft for each size category smaller/larger. Mark Effect: Mark of Air, distance increases by 20ft, also allowing you to throw larger creatures. Mark Left: Mark of Air.


7th—
Lethality:Target's next damage dealt is doubled.
Mark Effect: Mark of the Sun, increased damage an additional 50% of original. Mark Left: None.

Acidic Rain: Area of 40ft radius rains acid for 1 round /2lvls, dealing 3d6 to anyone in it each round.
Mark Effect: Mark of Death, increased damage by 2d6. Mark Left: Mark of Death.

Strength of the Mountain: Target gains +6 strength, +4 to saves for 1 min/lvl, and cannot be knocked down.
Mark Effect: Mark of Strength, +2 to strength; Mark of Earth, +2 to saves. Mark Left: Mark of Strength.

Music of the Spheres: A sphere appears in target 5ft square for 1 round/2lvls. It emits enchanting music and sparkles with dazzling lights, forcing all within a 40 ft radius to make a will save to avoid being fascinated for 2d4+1 rounds, making them lose any Dex bonus to ac, and taking a -6 penalty to checks made as reactions. Any damage taken allows for an additional will save with the damage taken as a bonus to the will save. Casting spells within the effected radius requires a DC 10 + Spellweaver caster level concentration check.
Mark Effect: Mark of the Stars on caster, victims fascinated for an additional 1d4 rounds; Mark of Weakness on target, +5 to will save DC difficulty. Mark Left: Mark of Weakness if fascinated.

Nightmarish Fog: Fog covers area of 40ft radius, obscuring vision and forcing anyone in it to make a will save to avoid being panicked.
Mark Effect: Mark of Weakness, will save dc increased by 5. Mark Left: Mark of Weakness.

Marked With The Sun: This spell may be cast at any time without using allotted spells for the day.
Mark Effect: Mark of the Sword, adds Mark of the Sun. Mark Left: none.

Marked With The Moon: This spell may be cast at any time without using allotted spells for the day.
Mark Effect: Mark of the Shield, adds Mark of the Moon. Mark Left: none.

Marked With The Stars: This spell may be cast at any time without using allotted spells for the day.

Spark of the Sun: This spell requires a slot in the deck.
Mark Effect: None. Mark Left: Mark of the Sun.

Kiss of the Moon: This spell requires a slot in the deck.
Mark Effect: None. Mark Left: Mark of the Moon.

Touch of the Stars: This spell requires a slot in the deck.
Mark Effect: None. Mark Left: Mark of the Stars.


8th—
Curse of Reversion: The next time the target takes any form of healing, it instead turns into damage.
Mark Effect: Mark of Death, increases damage by 50% of original. Mark Left: None.

Freeze Ray: Ray deals 1d6/lvl cold damage. Target must make a Fortitude save to avoid being frozen in place, effectively being paralyzed for 1d4 rounds. Mark Effect: Mark of Death, deals extra 3d6 damage; Mark of Weakness, Fortitude save dc increases by 5. Mark Left: none.

Transformation: Target is transformed into a creature with the same hit die as the target for 1 min/lvl.
Mark Effect: Mark of the Moon, HD may be +/- 1 of target. Mark Left: none.

9th—
Rain of Fire: Four exploding spheres each deal 5d6 fire damage.
Mark Effect: Mark of Fire, deals extra 3d6 fire damage; Mark of Power on caster, extra explosion. Mark Left: Mark of Fire.




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