#SpellTweets

@Owen_Stephens of Super Genius Games occasionally tweets neat variant spells for the Pathfinder Roleplaying Game. To the right is a gadget which filters twitter for the hashtag "#SpellTweet". It picks up most of them but you may occasionally find something unrelated.

Owen sent me a compiled list of the variant spells he has tweeted as of 02/10/11. These are by no means official, and are of course subject to GM approval before use, but I thought they were so neat I really wanted others to see them.

Thanks Owen!

Table: Variant #SpellTweet Spells for Bards

Spell Name Class/Level Description
Mass Modify Memory Bard 6 As modify memory but affects 1 target/level all w/in 30 ft. All targets get same memory.
Protection From Monsters Bard 1 / Druid 2 as protection from evil but works against creature of 1 type rather than evil.

Table: Variant #SpellTweet Spells for Clerics

Spell Name Class/Level Description
Edict Cleric 8 As dictum but deaf = command, stagger = geas; paralyze = charm monster; dead = lawful alignment
Giant Strike Cleric 5 As strong jaw but affects unarmed and weapon attacks.
Grave Influence Cleric 5 / Wizard 6 As mass suggestion, necromancy [language-dependent], affects undead and only undead.
Hearthgate Cleric 7 / Wizard 7 As transport via plants except travel is from fireplace to fireplace.
Maul of Anarchy Cleric 6 As spiritual weapon except targets hit are affected as if hit by a chaos hammer.
Pestilence Cleric 7 / Druid 7 / Wizard 8 As summon swarm but 1 hr/level & a damaged foe is targeted by contagion spell.
Spiritual Warrior Cleric 5 As spiritual weapon except damage is 2d6+1/level & weapon threatens (but can't take AoOs)

Table: Variant #SpellTweet Spells for Druids

Spell Name Class/Level Description
Ant's Strength Druid 2 / Wizard 2 As bull's strength but +6 Str 1 hour/level & doesn't increase your attack or damage bonus.
Control Vermin Druid 5 As control plants, but affects vermin and only vermin.
Fumes Druid 3 / Wizard 3 As obscuring mist but add [fire] descriptor & creatures take 2d6 fire damage each turn they are in area.
Hibernate Druid 6 As temporal stasis but personal. Can end when a condition it met ("when this torch is lit")
Pestilence Cleric 7 / Druid 7 / Wizard 8 As summon swarm but 1 hr/level & a damaged foe is targeted by contagion spell.
Protection From Monsters Bard 1 / Druid 2 as protection from evil but works against creature of 1 type rather than evil.
Summon Flying Reindeer Druid 4 / Wizard 5 As mount but summons 1 steed/2 levels and they have overland flight.
Summon Siren Druid 7 / Wizard 7 As summon monster VI except you get 1 succubus who has pied piper as if you cast it.
Tidal Wave Druid 6 / Wizard 6 As aqueous orb but Colossal deals 6d6 passes 30' walls & effects gargantuan targets.
Whiteout Druid 4 As darkness but [cold] not [darkness] drops light two steps doesn't counter light spells.

Table: Variant #SpellTweet Spells for Paladins

Spell Name Class/Level Description
Argent Blade Paladin 2 As align weapon but weapon is considered silver instead of an alignment.
Vanguard Paladin 2 As rally point except Duration is 1 round/level & it affects creatures adjacent to you.
Weighty Sins Paladin 1 As lead blades or gravity bow but extra damage only applies to evil targets.

Table: Variant #SpellTweet Spells for Rangers

Spell Name Class/Level Description
Allfeast Ranger 4 As allfood but is tasty and also provides the bonuses (though not curative) of heroes' feast.
Animate Construct  ? As animate dead except not evil and creates animated objects (CR same as undead available in original)
Detect Enemy Ranger 1 As detect undead but it detects creatures you have a favored enemy bonus against.
Scout Ranger 4 As share senses but can target any animal (including companions) friendly to caster.

Table: Variant #SpellTweet Spells for Sorcerers and Wizards

Spell Name Class/Level Description
Aegis Wizard 5 As sepia snake sigil except is cast on a shield and targets a creature that KOs the shield-bearer.
Alter Reality Sorcerer 8 / Wizard 8 (illusion (shadow) 500 gp M.
As limited wish but only creates effects that *could* exist without magic.
Analogue Wizard 9 As clone but self only & clone acts as a simulacrum (as the spell) until used to resurrect target.
Ant's Strength Druid 2 / Wizard 2 As bull's strength but +6 Str 1 hour/level & doesn't increase your attack or damage bonus.
Arcane Forge Wizard 4 As greater magic weapon but you can forgo some enhancement bonus for special weapon abilities you meet the prerequisites to craft.
Baleful Shield Wizard 2 As shield but touch 1 target. AC only applies vs. efforts by allies to heal or aid target.
Caustic Cloud Sorcerer 1 / Wizard 1 As sound burst but deals 1d6 acid +1 per 2 levels and targets save or are blinded for 1 round.
Cavalry Wizard 4 As mount but summoned mounts serve anyone you designate and you summon 1/level.
Embody Wizard 7 As reincarnate except dead creature is brought back in a specific dead body you have which acts as a focus.
Extraction Wizard 4 As king's castle except you don't move and target arrives in a space adjacent to you.
Flying Castle Wizard 9 As secure shelter except area is 100-square-ft./level and structure has a 60 ft. fly speed.
Fumes Druid 3 / Wizard 3 As obscuring mist but add [fire] descriptor & creatures take 2d6 fire damage each turn they are in area.
Glide Wizard 3 As spider climb but you don't need any free limbs to move and you ignore difficult terrain.
Grave Influence Cleric 5 / Wizard 6 As mass suggestion, necromancy [language-dependent], affects undead and only undead.
Hearthgate Cleric 7 / Wizard 7 As transport via plants except travel is from fireplace to fireplace.
Infiltrator Wizard 9 As charm monster but no max range & target also affected by share senses & telepathic bond.
Metamorphosis Wizard 9 As polymorph but morph into humanoids only target casts spells as an 8th level sorcerer.
Ooze Form Wizard 7 As gaseous form w/o sentences 3-5. No fly speed. 30 ft. swim and climb rates succeed at all such checks.
Overreach Wizard 9 As clenched fist with spectral hand's power. Caster takes 9d6 hp if it is dispelled.
Prismatic Blade Wizard 9 As flame blade except each hit produces one effect from the prismatic ray table.
Prismatic Shield Wizard 8 As shield but foes striking you in melee are hit by one ray from the prismatic ray table.
Sea Lord Wizard 5 As freedom of movement but not first paragraph power & does give water breathing.
Reduce Monster Wizard 4 As reduce animal except target is 1 living creature save is Fort negates and SR is yes.
Repair Light Damage Wizard 1 As cure light wounds but repairs objects & constructs that aren't destroyed.
Summon Flying Reindeer Druid 4 / Wizard 5 As mount but summons 1 steed/2 levels and they have overland flight.
Summon Siren Druid 7 / Wizard 7 As summon monster VI except you get 1 succubus who has pied piper as if you cast it.
Tidal Wave Druid 6 / Wizard 6 As aqueous orb but Colossal deals 6d6 passes 30' walls & effects Gargantuan targets.
Tie/Unfasten Wizard 0 As open/close, but causes rope, string, lacing, straps, and similar objects that hold knots.
Torchbearer Sorcerer 1 / Wizard 1 As dancing lights but duration is 10 min/level & it follows target touched (Reflex negates).
Totem I Witch 2 / Wizard 2 Turn your familiar into a creature from summon monster I for 10 minutes/level.
Totem II Witch 3 / Wizard 3 As totem I but uses summon monster II. (totem 3-8 follow same progression)
Touch of Frailty Wizard 2 As touch of idiocy but reduces Str, Dex, & Con may make feats useless if prereq not met.
War Staff Wizard 2 As magic weapon but your staff (only) makes 1 attack/round (attack bonus = caster level) as free action.

Table: Variant #SpellTweet Spells for Witches

Spell Name Class/Level Description
Rejuvenate Familiar Witch 1 As rejuvenate eidolon except applies to witch's familiar.
Totem I Witch 2 / Wizard 2 Turn your familiar into a creature from summon monster I for 10 minutes/level.
Totem II Witch 3 / Wizard 3 As totem I but uses summon monster II. (totem 3-8 follow same progression)

@Owen_Stephens SpellTweets!