Alter SelfChange the spell's text to read as follows:You assume the form of a creature of the same type as your normal form (such as humanoid or magical beast). The new form must be within one size category of your normal size, and must be known to you, possibly requiring a Knowledge check. (If the check fails, you do not lose the spell, but you must select a form you know.) The maximum HD of an assumed form is equal to your caster level, to a maximum of 5 HD at 5th level. You can change into a member of your own kind or even into yourself. If the form assumed has no racial hit dice, you retain your class abilities, skills, feats, BAB, base saving throws, and ability scores (but lose your racial modifiers to those scores). You replace your racial traits, including modifiers to your ability scores, with those of the new form. You do not gain the any of the form's spellcasting or spell-like abilities.
If you are humanoid, you retain class abilities, skills, feats, BAB, base saving throws, and ability scores (but again, not the racial modifiers to those scores) when you assume a humanoid form with racial hit dice, but you take a penalty on all spellcaster level checks equal to the assumed form's hit dice. However, you gain 2 temporary hit points per hit die of the form you've assumed.
If your creature type is other than humanoid, you replace all of your statistics and abilities with those of an average member of the assumed form. However, you retain your own alignment and personality, and your Intelligence score in the new form will be at least 3. Your hit points remain unchanged, but you gain temporary hit points equal to the assumed form's racial Hit Dice, multiplied by 2 for a form with d8 HD, 3 for d10 HD, and 4 for d12 HD. You use your normal Hit Dice to adjudicate effects based on HD, but for all other purposes (such as saving throws and BAB), you use the HD of the form you assume. You retain knowledge of any language you could speak in your original form, but can only communicate if the assumed form is capable of it.
Astral ProjectionIf your astral form somehow finds its way back to the same plane occupied by your body, the spell ends and you are instead returned to that body. Equipment that has become separated from an astrally projected character or from a character who forms a second body on another plane with this spell disappears from that character's original physical body.
Baleful PolymorphThis spell functions as polymorph, as described below, except that the spell has a range of close, the duration is permanent, and the target may only be turned into an animal with no more than 1 HD. If the spell succeeds, the subject must also make a Will save. If this second save fails, the creature gains the alignment, Intelligence, Wisdom, and Charisma of the new form in place of its own; otherwise, it retains its normal alignment and scores for those three abilities.
Black TentaclesThe tentacles must make a successful touch attack to establish a grapple. At the end of your turn the spell effect may make one such attempt per creature in its area, with a modifier on the attack roll equal to your caster level +3.
Blasphemy/Dictum/Holy Word/Word of ChaosCreatures of an alignment neutral in regard to the spell descriptor do not suffer the worst effect listed for their respective level. (Neutral creatures with 10 or more levels less than the caster of a holy word are not killed, for example.) Replace the table for each spell with the following one:
Deafened: the creature is deafened for 1d4 rounds. If the creature is also slowed, increase the duration of deafness to 1d10 minutes.Blinded: the creature is blinded for 2d4 rounds.Slowed: the creature is slowed, as the slow spell, for 2d4 rounds.Killed: Living creatures are killed. Undead creatures are destroyed. Creatures with 10 or more HD get a saving throw against this last effect, but at a penalty equal to the difference between their hit dice and the level of the caster, if the caster's level is higher.
Cause Fear/ScareIf the target exceeds the HD cap listed for these spells, it is treated as shaken for the spell's duration on a failed save and suffers no effect if it saves successfully.
Circle of DeathCreatures that save successfully vs. this spell are sickened for 1d10 minutes. While creatures with 9 or more HD cannot be killed by the spell, they will be sickened on a failed save.
Clairaudience/ClairvoyanceThe casting time is reduced to a standard action. The caster must concentrate, requiring a standard action, in any round that the spell is being used to view or listen to an area. Furthermore, while the spell is in effect and for 10 minutes thereafter, the caster is treated as blinded if the spell was being used to view an area or deafened if it was used to listen. These affects do not apply within the sensor's effective range, however, so long as the caster concentrates on using the sensor, but distance-based penalties to Listen and Spot checks are applied based on the sensor's location, not the caster's.
Clenched Fist/Crushing Hand/Forceful Hand/Interposing HandThe cover bonus to AC provided by these spells is +8, not +4. The spell effects do not grant a bonus to Reflex saves or Hide checks, nor do they grant the target the benefits of improved evasion, as is normally the case for improved cover.
CloudkillCreatures that are not killed outright by this cloud are treated as sickened while they remain within the cloud and for 1d4 rounds afterward. (A successful saving throw does not eliminate this effect.) Creatures with 6 or more Hit Dice do not suffer any Constitution damage from the spell if they make a successful saving throw.
Command UndeadA non-intelligent undead creature gets a saving throw to negate this spell if its HD exceeds your caster level. The spellcaster is limited to commanding undead whose total hit dice do not exceed four times the character's spellcasting level.
Cone of ColdIn addition to the Reflex save to reduce damage, a Fortitude save is required to avoid being fatigued for one minute. The duration of the spell is still instantaneous.
Daze MonsterRemove the level caps on these two spells, so that daze is effective against all humanoids and daze monster works against any creature vulnerable to mind-affecting effects.
Deep SlumberRefer below to the changes to sleep. Change the spells text to read: Ths spell functions like sleep, except that it affects target creatures with HD equal to the caster's level or less, to a maximum of 10 HD creatures at 10th level.
EyebiteTargets only get a saving throw against the worst effect the spell would inflict upon them (thus creatures with 5-9 HD get a saving throw to avoid being panicked, but not sickened, and creatures with 4 HD or less get a saving throw only to avoid falling comatose). Spell resistance still applies.
FlareA creature dazzled by this spell has a 20% miss chance on all attacks made until the start of the caster's next turn.
GateThis spell cannot be used to call a creature into an environment that would be lethal to it (the Negative Energy Plane, the Elemental Plane of Fire, the bottom of the ocean, etc). Suicidal orders will likewise end the spell, sending the target creature back home.
Hideous LaughterTargets of this spell are treated as both prone and sickened for the duration of the effect, but may otherwise take actions. An affected spellcaster cannot cast spells requiring a verbal component, while spell-like abilities and spells with no verbal component require a DC 20 Concentration check.
Hold Spells (e.g. Hold Person)A target that fails a saving throw against either of these spells is treated as though pinned by a grapple, rather than helpless. The character may not speak, but may attempt to use spell-like abilities or spells that have neither verbal nor somatic components with a successful Concentration check (DC 20 + spell level). The "pin" is not broken by opposed grapple checks -- it remains in effect until either the spell ends or the target makes a successful saving throw, at which point the target is treated as slowed for the duration of the hold spell. (The target may make either a standard or a move action each round, moves at half speed, and acquires -1 penalty on attack rolls, AC, and Reflex saves.)
Incendiary CloudIf you concentrate on moving the cloud, you can move it 60 feet in any direction (not just away from you) along a surface that can support it, to the limit of its range. The cloud produces heavy smoke, possibly causing creatures exposed to it to begin coughing.
Mage ArmorChanges in this game's armor class system apply to this spell as well (but not to shield). Instead of granting a +4 armor bonus to AC, the spell grants a +3 armor bonus, plus 2 points of damage conversion. (The first two lethal points of damage done by every successful attack against the spell recipient are converted to nonlethal damage instead.) Neither the AC bonus nor the damage conversion stack with those provided by other armor types, though they do stack with the benefits provided by natural armor.
Mind FogIn addition to the effects listed, those who fail the Will save are dazed for one round.
Polar RayAny creature struck by the ray must make a successful Fortitude save or be pinned in place (as though it failed a grapple check) for one round, then fatigued for one minute. Those who save are instead fatigued for one round. Creatures immune to cold damage can be pinned, but are immune to the fatigue caused by this spell. Creatures that generate enough heat to cause fire damage (such as a fire elemental or character surrounded by a fire shield) will not be paralyzed by this spell, but may suffer fatigue normally.
PolymorphThis spell functions like alter self, as described above, except that the spell has a range of touch, and you may change yourself or another willing living creature into a form of the following types: aberration, animal, dragon, fey, giant, humanoid, magical beast, monstrous humanoid, ooze, plant, or vermin (if you choose to assume the form of a true dragon, it must be black, brass, bronze, or red. The creature's statistics will be determined the DMs.). You cannot assume a form described as a template. The assumed form can't have more Hit Dice than your caster level, to a maximum of 15 HD at 15th level. You can't assume a form smaller than Fine, nor can you assume an incorporeal or gaseous form.The spell's duration is 10 minutes per caster level if the target creature has at least as many Hit Dice as the assumed form; otherwise the spell lasts for only a number of rounds equal to the target's own Hit Dice.
Power Word: Blind/Kill/StunCreatures that exceed the hit point limit for the listed spell are not immune to the spell, but rather get a Will save to negate the effect. Targets of power word blind or power word stun with more than 50 hp suffer the effects of a creature in the next hp category down if they fail their saving throws. For example, if a target of power word blind has 200 hp, a failed saving throw results in blindness for 1d4+1 minutes, while sucess reduces this to the standard 1d4+1 rounds.
Protection from ArrowsChange the protection to damage reduction 5/magic vs. ranged attacks. At 11th level, the benefit improves to 5/bludgeoning and magic vs. ranged attacks.
ReincarnationChange the table to read as follows:
Rope TrickThe duration of this spell is decreased to 10 minutes/level. The extradimensional space accessed will hold eight creatures of Medium or smaller size. A Large creature counts as two Medium creatures, a Huge creature as four Medium creatures, and a Gargantuan creature as eight Medium creatures.
ShapechangeThis spell functions like polymorph, as described above, except that the range is personal only. The spell allows you to assume the form of any single nonunique creature from Fine to Colossal size. The form may be of any creature type, except for forms described as a template, if shapechange is cast as a sorcerer/wizard spell; otherwise, the type is limited to those permitted by polymorph. The assumed form cannot have more Hit Dice than your caster level (maximum of 25). No temporary hit points are granted by any of the forms assumed via shapechange. You can still change form once per round as a free action.
SleepChange casting time from one round to one standard action. Add "see text" to the entries for area, duration, and saving throw. Change the spell's text to read as follows:
A sleep spell causes a magical slumber to come upon one creature per two caster levels (but at least one creature). Creatures with more than 4 Hit Dice are not affected, and those with the fewest HD are affected first.Affected creatures do not fall asleep immediately. In the round the spell first takes effect, targets become exhausted. At the start of caster's next turn, targets must succeed at a second Will save or fall asleep. Targets that make the second saving throw are no longer exhausted, but remain fatigued for one round per caster level.Sleeping creatures are helpless. Slapping or wounding awakens an affected creature (leaving it exhausted during its next turn, then fatigued for an additional one round per caster level), but normal noise does not, and this treatment only affects sleeping creatures -- not those who were only fatigued or exhausted. Awakening a creature is a standard action (an application of the aid another action).
At the expiration of the spell, or in the event that it is dispelled or otherwise negated, target creatures awaken immediately and fully, free of fatigue that might otherwise be a result of this spell. Should the cause of their awakening be temporary (exposure to a passing antimagic shell, for example), targets will return to sleep immediately if they fail another Will save, and otherwise react as though fatigued. (Creatures that were originally fatigued in such an event return to fatigued status, unless that condition's duration expires in the meantime.)
StoneskinWhile the spell remains in effect, its recipient is also immune to critical hits or sneak attack damage. The extra damage this would otherwise have caused is still applied against the damage the spell can prevent before it's discharged, however.
Teleport/Greater Teleport/Teleportation CircleTeleportation further than long range (400 ft plus 40 ft/caster lvl) is disorienting. Creatures are dazed for 1d4 rounds after arrival. A creature can shorten the duration of this disorientation effect by one round with a DC 15 Knowledge (Geography) check, plus one round for every 5 points by which the check result beats the DC. Travellers arrive heralded by a loud pop (DC 0 Listen check to hear), though certain spells can prevent the noise from being heard.
Undeath to DeathCreatures that save successfully vs. this spell are slowed for 2d4 rounds. While undead with 9 or more HD cannot be destroyed by the spell, they will be slowed on a failed saving throw.
Spells Causing Energy Damage (Acid/Cold/Electricity/Fire/Sonic)Spell Resistance does not apply against the damage done by these spells, though it may apply vs. secondary effects.
Spells Causing Physical DamageIf the spell is not a force effect, damage reduction applies against the physical damage caused by the spell. Examples include black tentacles, ice storm (bludgeoning damage only), and meteor swarm (bludgeoning damage only). Spell resistance has no effect against this type of damage either.