User:MisterSinister/TOToM (3.5e Sourcebook)/SRP4

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Chapter 4: Spells and Sigils

Ah, the bit you've all come here for. This presents the full rules for all of the spells that have been reworked for this document. While many crowd favourites remain, a large number of them have been changed, renamed or removed. But fear not! A whole heap of new content has also been added, thanks to many suggestions from a whole range of people.

Reading the New Spell Statblock

In order to accomodate all of the changes being made to spells in this, the statblock for spells is also changing quite substantially. This is a summary of how everything works.

(Spell template will go here to illustrate).

Name of Spell

This is what the spell is named. This gives the most common name the spell is known by.

School [Tags]

The spell's school is listed next, along with any tags that apply to it.


Changed Spells

I have tried, whenever possible, to maintain the spells that we know and love from the SRD. However, not all of them have made the cut. This section lists which ones didn't, and why.

Combined Spells

Renamed Spells

Removed Spells

New Spells

Of course, this wouldn't be much of a handbook if we didn't add new content. So here it is, in all its glory.

Spheres

What Are Spheres?

Spheres are thematic groups of abilities that mimic spells, designed to represent the powers used by outsiders and similar groups. Some classes also use spheres for their spellcasting. They also serve to replace domains, as they're essentially the same thing anyway.

How Do Spheres Work?

Spheres grant abilities at a certain character level (or CR, for monsters), regardless of the class that the character is advancing in. Abilities from spheres have a caster level equal to their user's character level (or CR, for monsters), and have save DCs equal to 10 + 1/2 the user's character level (or CR, for monsters) + the user's Charisma modifier.

When first taken, spheres also give a level of access, which represents how often its powers can be called on. There are three basic levels of access: basic, advanced and expert. These determine the rate of [Limited] ability use; basic access allows these abilities to be used once per day before needing recharge, advanced access allows three daily uses, while expert access allows five daily uses.

[Limited] abilities from spheres are recharged by a 15-minute ritual, which can be performed once every 24-hour period. Most find it prudent to do so after resting.

Spheres also have a granted power, which is given to those who possess the sphere with at least basic access. The abilities have a caster level (if appropriate) equal to the character level of their user, and calculate any save DCs identically to a sphere ability (unless noted otherwise).

Sphere Types

Spheres are divided into categories based on the source of their power. These do not usually have any rules of their own, but are referred to by other abilities.

Domain Spheres

Granted by deities and similar beings, these spheres come from the ability of a deity to manipulate their portfolio, a power they give (in limited quantities) to their most powerful followers. Paladins also gain access to certain divine spheres, but this comes from their conviction and belief granting them this power 'ambiently', rather than through direct divine intercession.

List of Spheres by Type

Spells By Class

Wizard Spells

0-level

[Simple]

[Complex]

Evocation: Eldritch blast

[Exotic]



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