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Below are EFU's custom spells. More will be added in time, and existing ones might see mechanical or visual changes. | Below are EFU's custom spells. More will be added in time, and existing ones might see mechanical or visual changes. | ||
==Abjuration== | ==Abjuration== | ||
Line 388: | Line 389: | ||
==Necromancy== | ==Necromancy== | ||
==== ''Beltyn's Burning Blood'' ==== | |||
Caster Level(s): Sorc/Wiz 5 | |||
Innate Level: 5 | |||
School: Necromancy | |||
Descriptor(s): | |||
Component(s): Verbal, Somatic | |||
Range: Medium | |||
Area of Effect / Target: 1 creature | |||
Duration: 1 round / level | |||
Additional Counter Spells: | |||
Save: Fortitude partial | |||
Spell Resistance: Yes | |||
You infuse a living creature's blood with a hot, corrosive mixture, dealing 1d8 acid and 1d8 fire damage each round. Each round the target may attempt a fortitude save to negate the damage for that round. On any | |||
round which the creature fails it's save, it is slowed. | |||
==== ''Chill Touch'' ==== | |||
Caster Level(s): Wizard / Sorcerer 1 | |||
Innate Level: 1 | |||
School: Necromancy | |||
Descriptor(s): Cold | |||
Component(s): Verbal, Somatic | |||
Range: Touch | |||
Area of Effect / Target: Single | |||
Duration: 1d4 + 1 round / level | |||
Additional Counter Spells: | |||
Save: Fortitude partial | |||
Spell Resistance: Yes | |||
A touch from the character's hand disrupts the life force of living creatures. Each touch channels negative energy that deals 1d6 points of negative energy damage and possibly also 1 point of temporary Strength damage. (A successful Fortitude saving throw negates the Strength damage.) The Strength damage lasts for 1d4 rounds +1 round per caster level. Undead touched by the character suffer no damage or Strength loss, but they must make a successful Will saving throw or flee as if panicked for 1d4 rounds +1 round per caster level. | |||
==== ''Disrupt Undead'' ==== | |||
Disrupt Undead | |||
Necromancy | |||
Level: Sor/Wiz 0 | |||
Components: V, S | |||
Casting Time: 1 standard action | |||
Range: Close (25 ft. + 5 ft./2 levels) | |||
Effect: Ray | |||
Duration: Instantaneous | |||
Saving Throw: None | |||
Spell Resistance: Yes | |||
You direct a ray of positive energy. You must make a ranged touch attack to hit, and if the ray hits an undead creature, it deals 1d6 points of damage to it. | |||
==== ''Halt Undead'' ==== | |||
Spell level: cleric 3 | |||
Innate level: 3 | |||
School: necromancy | |||
Components: verbal, somatic | |||
Range: medium (20 meters) | |||
Area of effect: huge (6.67 meter radius) | |||
Duration: 1 round / level | |||
Save: will negates | |||
Spell resistance: yes | |||
Description: In a large area of effect, all undead creatures must make a Will save or be paralyzed for one round / level. | |||
==== ''Heart Clutch'' ==== | |||
Necromancy [Evil] | |||
Level: Cleric/Wizard/Sorcerer 3 | |||
Components: V, S | |||
Casting Time: 1 action | |||
Range: Medium (100 ft. + 10 ft./level) | |||
Target: One humanoid | |||
Duration: Concentration (see text) | |||
Saving Throw: Fortitude negates (see text) | |||
Spell Resistance: Yes | |||
The caster creates a magical force that grips the subject's heart (or similar vital organ) and begins crushing it. The victim is paralyzed (as if having a heart attack) and takes 1d3 points of damage per round. | |||
Each round, the caster must concentrate to maintain the spell. In addition, a conscious victim gains a new saving throw each round to stop the spell. If the victim dies as a result of this spell, his chest ruptures and bursts, and his smoking heart appears in the caster's hand. | |||
==Transmutation== | ==Transmutation== | ||
= | ==== ''Augment Familiar'' ==== | ||
School: Transmutation | |||
Caster Level: Sorcerer/Wizard 2 | |||
Components: V, S | |||
Range: Close | |||
Target: Your familiar | |||
Duration: Concentration + 1 round/level | |||
Saving Throw: Fortitude negates (harmless) | |||
Spell Resistance: Yes (harmless) | |||
This spell grants your familiar a +4 enhancement bonus to Strength, Dexterity and Constitution, damage reduction 5/+1, and a +2 resistance bonus on saving throws. | |||
==== ''Baleful Polymorph'' ==== | |||
School: Transmutation | |||
Caster Level: Druid/Sorcerer/Wizard 5 | |||
Components: V, S | |||
Range: Close | |||
Target: One creature | |||
Duration: Permanent | |||
Saving Throw: Fortitude negates, Will partial | |||
Spell Resistance: Yes | |||
As Polymorph, except that you change the subject into a Small or smaller animal of no more than 1 HD (such as a dog, lizard or toad). If the new form would prove fatal to the creature, the target gets a +4 bonus on the save. If the spell succeeds, the subject must also make a Will save. If this second save fails, the creature loses it's extraordinary, supernatural and spell-like abilities, loses it's ability to cast spells, and gains the alignment, special abilities and Intelligence, Wisdom and Charisma scores of it's new form in place of its own. It still retains it's class and level (or HD), as well as all benefits deriving therefrom. Incorporeal or gaseous creatures are immune to being polymorphed, and a creature with the Shapechanger subtype can revert to it's normal form. | |||
==== ''Bless Water'' ==== | |||
School: Transmutation | |||
Level: Cleric/Paladin 1 | |||
Components: V, S, M | |||
Range: Touch | |||
Target: Flask of water touched | |||
Duration: Instantaneous | |||
Save: Will negates (object) | |||
Spell Resistance: Yes (object) | |||
This transmutation imbues a flask of water with positive energy, turning it into Holy Water. | |||
==== ''Jump'' ==== | |||
Transmutation | |||
===='' | Level: Drd 1, Rgr 1, Sor/Wiz 1 | ||
Components: V, S, M | |||
Casting Time: 1 standard action | |||
Range: Touch | |||
Target: Creature touched | |||
Duration: 1 min./level (D) | |||
Saving Throw: Will negates (harmless) | |||
Spell Resistance: Yes | |||
The subject gets a +10 enhancement bonus on Tumble checks. The enhancement bonus increases to +15 at caster level 5th, and to +20 (the maximum) at caster level 9th. | |||
==== | ==== ''Lower Spell Resistance'' ==== | ||
Caster Level(s): Cleric 4, Wizard / Sorcerer 4 | |||
Innate Level: 4 | |||
School: Transmutation | |||
Descriptor(s): | |||
Component(s): Verbal, Somatic | |||
Range: Short | |||
Area of Effect / Target: Single | |||
Duration: 1 Minute / Level | |||
Additional Counter Spells: | |||
Save: Fortitude Negates | |||
Spell Resistance: No | |||
This spell reduces the target's spell resistance by 1 per caster level (maximum reduction of 15). The caster receives a bonus to the spell's save DC equal to his caster level. | |||
==== Mass Ultravision ==== | |||
Caster Level(s): Bard 4, Cleric 4, Druid 3, Ranger 3, Wizard / Sorcerer 4 | |||
Innate Level: 4 | |||
School: Transmutation | |||
Descriptor(s): | |||
Component(s): Verbal, Somatic | |||
Range: Touch | |||
Area of Effect / Target: Friendly creatures in a 20' radius burst | |||
Duration: 1 Hour / Level | |||
Additional Counter Spells: | |||
Save: Harmless | |||
Spell Resistance: No | |||
The target creature's ability to see in complete darkness is improved beyond that of Darkvision. When this spell is applied even the effects of magical darkness are pierced. | |||
==== Whispering Wind ==== | |||
Transmutation [Air] | |||
Level: Brd 2, Sor/Wiz 2 | |||
Components: V, S | |||
Casting Time: 1 standard action | |||
Range: Current region | |||
Duration: Instant | |||
Saving Throw: None | |||
Spell Resistance: No | |||
You send a message or sound on the wind to a designated spot within the same region. The whispering wind travels to a specific location within range that is familiar to you, provided that it can find a way to the location. A whispering wind is as gentle and unnoticed as a zephyr until it reaches the location. It then delivers its message or other sound. Note that the message is delivered regardless of whether anyone is present to hear it. The wind then dissipates. | |||
Note that you can store and set destinations for whispering wind with your Teleport configuration menu (which is accessed from your craft menu). | |||
You can prepare the spell to bear a short message, cause the spell to deliver other sounds for 1 round, or merely have the whispering wind seem to be a faint stirring of the air. | |||
[[Category:Spells]] | [[Category:Spells]] |
Revision as of 07:13, 19 January 2019
Below are EFU's custom spells. More will be added in time, and existing ones might see mechanical or visual changes.
Abjuration
Alarm
Level: Brd 2, Rgr 2, Sor/Wiz 2 Components: V, S Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Area: 20-ft.-radius emanation centered on a point in space Duration: 2 hours/level (D) Saving Throw: None Spell Resistance: No Alarm sounds a mental alarm each time a creature enters the warded area or touches it. The mental alarm alerts you so long as you remain within the same region as the warded area. You note a single mental “ping” that awakens you from normal sleep but does not otherwise disturb concentration. A silence spell has no effect on a mental alarm.
Ilyykur's Mantle
Caster Level(s): Sorc/Wiz 4 Innate Level: 4 School: Abjuration Descriptor(s): Component(s): Verbal, Somatic Range: Personal Area of Effect / Target: You Duration: 1 round / level Additional Counter Spells: Save: None Spell Resistance: No You cloak yourself in an aura that gives you a +1 bonus per 3 caster levels (maximum +5) on saving throws against spells and spell like abilities, and you gain electricity resistance 10.
Ward Area
Abjuration Level:Cleric 4, Druid 4, Sorc/Wiz 4 Components: V, S Casting Time: 1 standard action Range: Special Target: Special Duration: 10 minute/level Saving Throw: Harmless Spell Resistance: No The entire area becomes protected from the spell "Scrying" for the duration of this spell.
Conjuration
Blast of Flame
Caster Level(s): Wizard / Sorcerer 4 Innate Level: 4 School: Conjuration Descriptor(s): Fire Component(s): Verbal, Somatic Range: Cone, 30ft Area of Effect / Target: Spell Cone Duration: Instant Additional Counter Spells: Save: Reflex 1/2 Spell Resistance: Yes A cone of fire shoots forth from the caster's hands, doing 1d6 points of fire damage per caster level to all those within the area of effect, to a maximum of 10d6.
Teleport
School: Conjuration (Teleportation) Level: Sor/Wiz 5, Travel 5 Components: V Casting Time: 1 standard action Range: 10 ft Target: You and touched objects or other touched willing creatures Duration: Instantaneous Saving Throw: None Spell Resistance: No This spell instantly transports you to a designated destination, which may be as distant as 100 miles per caster level. Interplanar travel is not possible. You may also bring one additional willing Medium or smaller creature or its equivalent (see below) per three caster levels. A Large creature counts as two Medium creatures, a Huge creature counts as two Large creatures, and so forth. All creatures to be transported must be within 10 ft. You must have already marked the location which you would like to teleport to. Note that you can mark and set destinations with your Teleport configuration menu (which is accessed from your craft menu).
Summon Swarm
Spell level: druid 3; sorcerer/wizard 3 Innate level: 3 School: conjuration Components: verbal, somatic Range: short (8 meters) Area of effect: point Duration: 24 hours Save: none Spell resistance: no Description: The caster summons a swarm of 2-3 summons of the first circle.
Divination
Future's Pain
Spell level: sorcerer/wizard 4 Innate level: 4 School: divination Components: verbal, somatic Range: medium (20 meters) Area of effect: single Duration: instant Save: fortitude 1/2 Spell resistance: yes Description: The caster blasts his target with future pain they'll suffer 1d4 rounds in the future and deals 1d4 points of bludgeoning damage per caster level to the target. Remarks: A caster with SF: Divination inflicts additional 1d4 damage. Creatures that fail the saving throw are knocked down for a single round if the caster has GSF: Divination
Insight
Spell Level: wizard/sorcerer 4 Innate Level: 4 School: divination Components: Verbal, Somatic Range: long Area of Effect: Single Target Duration: Instant Save: none Spell Resistance: no Description: The caster brings the Third Eye upon the target, divining essential information about them. Insight reveals the amount of gold present on their person and the weight of their pack.
Enchantment
Chaav's Laugh
Enchantment Level: Cleric 5 Components: V Casting Time: 1 standard action Range: 40ft Area: 40-ft-radius spread centered on you Duration: 1 minute/level Saving Throw: Will negates Spell Resistance: Yes You release a joyous, boisterous laugh that strengthens the resolve of good creatures and weakens the resolve of evil creatures. Good creatures within the spell's area gain the following benefits for the duration of the spell: a +2 morale bonus on attack rolls an saves against fear effects. plus temporary hit points equal to 1d8 + caster level(to a maximum of 1d8 +20 at level 20). Evil creatures within the spell's are that fail a Will save take a -2 morale penalty on attack rolls and saves against fear effects for the duration of the spell. Creatures must be able to hear the laugh to be affected by the spell. Creatures that are neither good nor evil are unaffected by Chaav's Laugh.
Heroism
Spell level: bard 3; cleric 4; paladin 2; sorcerer/wizard 3 Innate level: 3 School: enchantment Descriptor: mind-affecting Components: verbal, somatic Range: short (8 meters) Area of effect: single Duration: 1 round / level Save: no Spell resistance: no Description: A single target receives +2 to attack and saves for one round / level.
Masochism
Enchantment Level: Clr 3, Sor/Wiz 2 Components: V, S, M Casting Time: 1 action Range: Personal Target: Caster Duration: 1 round/level For every 10 points of damage the caster takes in a given round, he gains a +1 luck bonus on attack rolls, saving throws, and skill checks made in the following round. The more damage the caster takes, the greater the luck bonus. It's possible to get a luck bonus in multiple rounds if the caster takes damage in more than one round during the spell's duration.
Nybor's Gentle Reminder
Caster Level(s): Sorc/Wiz 1 Innate Level: 1 School: Enchantment Descriptor(s): Mind Component(s): Verbal, Somatic Range: Close Area of Effect / Target: 1 creature Duration: 1 round / level Additional Counter Spells: Save: Fortitude negates Spell Resistance: Yes The target of this spell suffers agonizing pain for the duration of the spell. If the target fails his saving throw, he is dazed for 1 round and takes a -2 penalty to attacks, saving throws, and skill checks.
Rouse
Caster Level(s): Sorcerer/Wizard 1 Innate Level: 1 School: Enchantment (Compulsion) [Mind-Affecting] Component(s): Verbal, Somatic Range: Close Area of Effect / Target: 10-ft.-radius burst Duration: Instantaneous Saving Throw: None Spell Resistance: No With a loud snap of your fingers, you cause any sleeping creatures in the spell's area to awaken. This spell has no effect on creatures that are unconscious due to being reduced to negative hit points or that have taken nonlethal damage in excess of their current hit points.
Slumber
Spell Level: wizard/sorcerer 3 Innate Level: 3 School: enchantment Components: verbal Range: long Area of Effect: Colossal Duration: One round per level Save: Will negates Spell Resistance: Yes Description: Causes a magical slumber to come upon 16 HD worth of creatures caught within the area of effect.
Evocation
Acid Orb
Caster Level(s): Sorc/Wiz 4 Innate Level: 4 School: Evocation Descriptor(s): Acid Component(s): Verbal, Somatic Range: Close Area of Effect / Target: Single. Duration: Instant Additional Counter Spells: Save: Fort Spell Resistance: No The caster targets a single creature with acid orb. The orb deals 1d6/lvl dmg (max 15d6), and stunning the target for 1 round on a failed save.
Cold Orb
Caster Level(s): Sorc/Wiz 4 Innate Level: 4 School: Evocation Descriptor(s): Cold Component(s): Verbal, Somatic Range: Close Area of Effect / Target: Single. Duration: Instant Additional Counter Spells: Save: Fort Spell Resistance: No The caster targets a single creature with cold orb. The orb deals 1d6/lvl dmg (max 15d6), blinding the target for 1 round on a failed save.
Electric Orb
Caster Level(s): Sorc/Wiz 4 Innate Level: 4 School: Evocation Descriptor(s): Electricity Component(s): Verbal, Somatic Range: Close Area of Effect / Target: Single. Duration: Instant Additional Counter Spells: Save: Fort Spell Resistance: No The caster targets a single creature with Lightning orb. The orb deals 1d6/lvl dmg (max 15d6), slowing the target for 1 round on a failed save.
Fire Orb
Caster Level(s): Sorc/Wiz 4 Innate Level: 4 School: Evocation Descriptor(s): Fire Component(s): Verbal, Somatic Range: Close Area of Effect / Target: Single. Duration: Instant Additional Counter Spells: Save: Fort Spell Resistance: No The caster targets a single creature with fire orb. The orb deals 1d6/lvl dmg (max 15d6), dazing the target for 1 round on a failed save.
Acid Storm
Caster Level(s): Sorc/Wiz 6 Innate Level: 6 School: Evocation Descriptor(s): Acid Component(s): Verbal, Somatic Range: Medium Area of Effect / Target: Huge Duration: Instant Additional Counter Spells: Save: Reflex 1/2 Spell Resistance: Yes The caster cause acid to rain. The acid deals 1d6/lvl dmg (max 15d6)
Burning Bolt
Caster Level(s): Wizard / Sorcerer 1 Innate Level: 1 School: Evocation Descriptor(s): Fire Component(s): Verbal, Somatic Range: Long Area of Effect / Target: Single Duration: Instant Additional Counter Spells: Save: None Spell Resistance: Yes The caster creates a bolt of fire that is aimed at the target with a ranged touch attack. After level 1, the spell creates 1 additional missile every two caster levels. Bolts do 1D4+1 points of fire damage each.
Energy Blast
Spell level: sorcerer/wizard 3 Innate level: 3 School: evocation Components: verbal, somatic Range: long (40 meters) Area of effect: single Duration: instant Save: reflex 1/2 Spell resistance: yes Description: The caster launches a blast of elemental energy, dealing the target 1d4 damage for each of the caster's levels. The blast's energy is chosen by the caster and may be fire, electricity, cold or acid.
Frost Blast
Caster Level(s): Wizard / Sorcerer 4 Innate Level: 4 School: Evocation Descriptor(s): Cold Component(s): Verbal, Somatic Range: Large Area of Effect / Target: Huge Duration: Instant Additional Counter Spells: Save: Reflex 1/2, Fortitude negates freeze effect Spell Resistance: Yes The caster unleashes an icy projectile that explodes upon all within the area of effect for 1d6 points of cold damage per caster level, to a maximum of 10d6. Those damaged by explosion must succeed a Fortitude
save, or be frozen for one round per two caster levels.
Gas Explosion
Caster Level(s): Wizard / Sorcerer 4 Innate Level: 4 School: Evocation Descriptor(s): Acid Component(s): Verbal, Somatic Range: Medium Area of Effect / Target: Huge Duration: Instant Additional Counter Spells: Save: Reflex 1/2, Fortitude negates effect Spell Resistance: Yes The caster unleashes an acidic projectile that explodes upon all within the area of effect for 1d4 points of acid damage per caster level, to a maximum of 10d6. Those hit by the explosion then must roll a Fortitude save and if fail, they are either dazed, put to sleep or knocked down for 1d4 rounds.
Horizikaul's Shout
Spell level: sorcerer/wizard 4; bard 4 Innate level: 4 School: evocation Descriptor: sonic Components: verbal, somatic Range: short (8 meters) Area of effect: 11 meter cone Duration: instant Save: reflex negates knockdown; fortitude negates deafness Spell resistance: yes Description: All targets within an 11 meter cone take 1d8 sonic damage per two levels, must pass a Fortitude save or be deafened for one round / level, and must pass a Reflex save to resist being knocked down for one round.
Ice Burst
Caster Level(s): Wizard / Sorcerer 3 Innate Level: 3 School: Evocation Descriptor(s): Cold Component(s): Verbal, Somatic Range: Medium Area of Effect / Target: Colossal Duration: Instant Additional Counter Spells: Save: Reflex half Spell Resistance: Yes A hail of magical ice chunks erupts from a point in space. The chunks fly in all directions, hitting everything within the burst. The pelting ice deals 1d4 points of cold damage +1 point of blunt damage per caster level, to a maximum of 10d4+10.
Scorching Ray
School: Evocation [Fire] Level: Sor/Wiz 2 Components: V, S Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Effect: One or more rays Duration: Instantaneous Saving Throw: None Spell Resistance: Yes You blast your enemies with fiery rays. You may fire one ray, plus one additional ray for every four levels beyond 3rd (to a maximum of three rays at 11th level). Each ray deals 2d6 points of fire damage.
Illusion
Necromancy
Beltyn's Burning Blood
Caster Level(s): Sorc/Wiz 5 Innate Level: 5 School: Necromancy Descriptor(s): Component(s): Verbal, Somatic Range: Medium Area of Effect / Target: 1 creature Duration: 1 round / level Additional Counter Spells: Save: Fortitude partial Spell Resistance: Yes You infuse a living creature's blood with a hot, corrosive mixture, dealing 1d8 acid and 1d8 fire damage each round. Each round the target may attempt a fortitude save to negate the damage for that round. On any
round which the creature fails it's save, it is slowed.
Chill Touch
Caster Level(s): Wizard / Sorcerer 1 Innate Level: 1 School: Necromancy Descriptor(s): Cold Component(s): Verbal, Somatic Range: Touch Area of Effect / Target: Single Duration: 1d4 + 1 round / level Additional Counter Spells: Save: Fortitude partial Spell Resistance: Yes A touch from the character's hand disrupts the life force of living creatures. Each touch channels negative energy that deals 1d6 points of negative energy damage and possibly also 1 point of temporary Strength damage. (A successful Fortitude saving throw negates the Strength damage.) The Strength damage lasts for 1d4 rounds +1 round per caster level. Undead touched by the character suffer no damage or Strength loss, but they must make a successful Will saving throw or flee as if panicked for 1d4 rounds +1 round per caster level.
Disrupt Undead
Disrupt Undead Necromancy Level: Sor/Wiz 0 Components: V, S Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Effect: Ray Duration: Instantaneous Saving Throw: None Spell Resistance: Yes You direct a ray of positive energy. You must make a ranged touch attack to hit, and if the ray hits an undead creature, it deals 1d6 points of damage to it.
Halt Undead
Spell level: cleric 3 Innate level: 3 School: necromancy Components: verbal, somatic Range: medium (20 meters) Area of effect: huge (6.67 meter radius) Duration: 1 round / level Save: will negates Spell resistance: yes Description: In a large area of effect, all undead creatures must make a Will save or be paralyzed for one round / level.
Heart Clutch
Necromancy [Evil] Level: Cleric/Wizard/Sorcerer 3 Components: V, S Casting Time: 1 action Range: Medium (100 ft. + 10 ft./level) Target: One humanoid Duration: Concentration (see text) Saving Throw: Fortitude negates (see text) Spell Resistance: Yes The caster creates a magical force that grips the subject's heart (or similar vital organ) and begins crushing it. The victim is paralyzed (as if having a heart attack) and takes 1d3 points of damage per round. Each round, the caster must concentrate to maintain the spell. In addition, a conscious victim gains a new saving throw each round to stop the spell. If the victim dies as a result of this spell, his chest ruptures and bursts, and his smoking heart appears in the caster's hand.
Transmutation
Augment Familiar
School: Transmutation Caster Level: Sorcerer/Wizard 2 Components: V, S Range: Close Target: Your familiar Duration: Concentration + 1 round/level Saving Throw: Fortitude negates (harmless) Spell Resistance: Yes (harmless) This spell grants your familiar a +4 enhancement bonus to Strength, Dexterity and Constitution, damage reduction 5/+1, and a +2 resistance bonus on saving throws.
Baleful Polymorph
School: Transmutation Caster Level: Druid/Sorcerer/Wizard 5 Components: V, S Range: Close Target: One creature Duration: Permanent Saving Throw: Fortitude negates, Will partial Spell Resistance: Yes As Polymorph, except that you change the subject into a Small or smaller animal of no more than 1 HD (such as a dog, lizard or toad). If the new form would prove fatal to the creature, the target gets a +4 bonus on the save. If the spell succeeds, the subject must also make a Will save. If this second save fails, the creature loses it's extraordinary, supernatural and spell-like abilities, loses it's ability to cast spells, and gains the alignment, special abilities and Intelligence, Wisdom and Charisma scores of it's new form in place of its own. It still retains it's class and level (or HD), as well as all benefits deriving therefrom. Incorporeal or gaseous creatures are immune to being polymorphed, and a creature with the Shapechanger subtype can revert to it's normal form.
Bless Water
School: Transmutation Level: Cleric/Paladin 1 Components: V, S, M Range: Touch Target: Flask of water touched Duration: Instantaneous Save: Will negates (object) Spell Resistance: Yes (object) This transmutation imbues a flask of water with positive energy, turning it into Holy Water.
Jump
Transmutation Level: Drd 1, Rgr 1, Sor/Wiz 1 Components: V, S, M Casting Time: 1 standard action Range: Touch Target: Creature touched Duration: 1 min./level (D) Saving Throw: Will negates (harmless) Spell Resistance: Yes The subject gets a +10 enhancement bonus on Tumble checks. The enhancement bonus increases to +15 at caster level 5th, and to +20 (the maximum) at caster level 9th.
Lower Spell Resistance
Caster Level(s): Cleric 4, Wizard / Sorcerer 4 Innate Level: 4 School: Transmutation Descriptor(s): Component(s): Verbal, Somatic Range: Short Area of Effect / Target: Single Duration: 1 Minute / Level Additional Counter Spells: Save: Fortitude Negates Spell Resistance: No This spell reduces the target's spell resistance by 1 per caster level (maximum reduction of 15). The caster receives a bonus to the spell's save DC equal to his caster level.
Mass Ultravision
Caster Level(s): Bard 4, Cleric 4, Druid 3, Ranger 3, Wizard / Sorcerer 4 Innate Level: 4 School: Transmutation Descriptor(s): Component(s): Verbal, Somatic Range: Touch Area of Effect / Target: Friendly creatures in a 20' radius burst Duration: 1 Hour / Level Additional Counter Spells: Save: Harmless Spell Resistance: No The target creature's ability to see in complete darkness is improved beyond that of Darkvision. When this spell is applied even the effects of magical darkness are pierced.
Whispering Wind
Transmutation [Air] Level: Brd 2, Sor/Wiz 2 Components: V, S Casting Time: 1 standard action Range: Current region Duration: Instant Saving Throw: None Spell Resistance: No You send a message or sound on the wind to a designated spot within the same region. The whispering wind travels to a specific location within range that is familiar to you, provided that it can find a way to the location. A whispering wind is as gentle and unnoticed as a zephyr until it reaches the location. It then delivers its message or other sound. Note that the message is delivered regardless of whether anyone is present to hear it. The wind then dissipates. Note that you can store and set destinations for whispering wind with your Teleport configuration menu (which is accessed from your craft menu). You can prepare the spell to bear a short message, cause the spell to deliver other sounds for 1 round, or merely have the whispering wind seem to be a faint stirring of the air.