D20r:Spells

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(inflict moderate wounds)
(Inflict Moderate Wounds)
 
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==A==
==A==
===Absolute Position===
===Absolute Position===
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area=|
area=|
effect= |
effect= |
-
dur=Permanent or one day/level; see text|
+
dur=Permanent or one day/level or until discharged; see text|
save=Will negates|
save=Will negates|
SR=Yes|
SR=Yes|
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If the subject is prevented from obeying the ''geas'' for 24 hours, it takes a -1 penalty to each of its ability scores and to its Hero Value. Each day, another -1 penalty accumulates, with no maximum penalty. No ability score can be reduced to less than 1 by this effect. The ability score and Hero Value penalties are removed 24 hours after the subject resumes obeying the ''geas''.
If the subject is prevented from obeying the ''geas'' for 24 hours, it takes a -1 penalty to each of its ability scores and to its Hero Value. Each day, another -1 penalty accumulates, with no maximum penalty. No ability score can be reduced to less than 1 by this effect. The ability score and Hero Value penalties are removed 24 hours after the subject resumes obeying the ''geas''.
-
A ''geas'' (and all ability score and Hero Value penalties) can be ended by ''remove curse'', if its Caster Level is at least two higher than the ''geas/quest'''s Caster Level. ''Break enchantment'' does not end a ''geas/quest''.|
+
A ''geas'' (and all ability score and Hero Value penalties) can be ended by ''remove curse'', if its Caster Level is at least two higher than the ''geas/quest'''s Caster Level. ''Break enchantment'' does not end a ''geas/quest''. Once the task is completed, the ''geas/quest'' and any penalties associated with it immediately end.|
eternal=|
eternal=|
class1=Fate Domain|
class1=Fate Domain|
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}}
}}
-
===inflict critical wounds===
+
===Inflict Critical Wounds===
-
===Inflict Light Wounds===
+
{{d20rSpell|
{{d20rSpell|
-
name=Inflict Light Wounds|
+
name=Inflict Critical Wounds|
desc=Entropy, Eternal|
desc=Entropy, Eternal|
time=1 standard action|
time=1 standard action|
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save=Will negates (harmless)|
save=Will negates (harmless)|
SR=Yes (harmless)|
SR=Yes (harmless)|
 +
rules=When you cast this spell, the targeted creature immediately takes an amount of entropic damage equal to three times your highest mental ability score (Intelligence, Wisdom, or Charisma) or to three times their Constitution score, whichever is higher.
 +
 +
You may voluntarily reduce the range on this spell to "Touch". If you do so, the touched creature also takes an additional amount of entropic damage equal to twice your Hero Value.|
 +
eternal=As above, except the range is reduced to "Touch", and the touched creature takes 5d8 entropic damage, plus your Hero Value.|
 +
class2=Undeath Domain|
 +
class2level=4|
 +
class3=|
 +
class3level=|
 +
class1=Eternal|
 +
class1level=5|
 +
nocat= 1
 +
}}
 +
 +
===Inflict Light Wounds===
 +
{{d20rSpell|
 +
name=Inflict Light Wounds|
 +
desc=Entropy, Eternal|
 +
time=1 standard action|
 +
range=Close (25' + 5'/2 levels)|
 +
target=One creature|
 +
area=|
 +
effect= |
 +
dur=Instantaneous|
 +
save=Will negates|
 +
SR=Yes|
rules=When you cast this spell, the targeted creature immediately takes an amount of entropic damage equal to your highest mental ability score (Intelligence, Wisdom, or Charisma) or to their Constitution score, whichever is higher.
rules=When you cast this spell, the targeted creature immediately takes an amount of entropic damage equal to your highest mental ability score (Intelligence, Wisdom, or Charisma) or to their Constitution score, whichever is higher.
You may voluntarily reduce the range on this spell to "Touch". If you do so, the touched creature also takes an additional amount of entropic damage equal to your Hero Value.|
You may voluntarily reduce the range on this spell to "Touch". If you do so, the touched creature also takes an additional amount of entropic damage equal to your Hero Value.|
eternal=As above, except the range is reduced to "Touch", and the touched creature takes 1d8 entropic damage, plus your Hero Value.|
eternal=As above, except the range is reduced to "Touch", and the touched creature takes 1d8 entropic damage, plus your Hero Value.|
-
class2=Eternal|
+
class1=Eternal|
-
class2level=2|
+
class1level=2|
-
class3=Undeath Domain|
+
class2=Undeath Domain|
-
class3level=1|
+
class2level=1|
-
class1=|
+
-
class1level=|
+
nocat= 1
nocat= 1
}}
}}
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effect= |
effect= |
dur=Instantaneous|
dur=Instantaneous|
-
save=Will negates (harmless)|
+
save=Will negates|
-
SR=Yes (harmless)|
+
SR=Yes|
rules=When you cast this spell, the targeted creature immediately takes an amount of entropic damage equal to one and a half times your highest mental ability score (Intelligence, Wisdom, or Charisma) or to one and a half times their Constitution score, whichever is higher (round down).
rules=When you cast this spell, the targeted creature immediately takes an amount of entropic damage equal to one and a half times your highest mental ability score (Intelligence, Wisdom, or Charisma) or to one and a half times their Constitution score, whichever is higher (round down).
You may voluntarily reduce the range on this spell to "Touch". If you do so, the touched creature also takes an additional amount of entropic damage equal to your Hero Value.|
You may voluntarily reduce the range on this spell to "Touch". If you do so, the touched creature also takes an additional amount of entropic damage equal to your Hero Value.|
eternal=As above, except the range is reduced to "Touch", and the touched creature takes 2d8 entropic damage, plus your Hero Value.|
eternal=As above, except the range is reduced to "Touch", and the touched creature takes 2d8 entropic damage, plus your Hero Value.|
-
class2=Eternal|
+
class1=Eternal|
-
class2level=3|
+
class1level=3|
-
class3=Undeath Domain|
+
class2=Undeath Domain|
-
class3level=2|
+
class2level=2|
-
class1=|
+
nocat= 1
-
class1level=|
+
}}
 +
 
 +
===Inflict Serious Wounds===
 +
{{d20rSpell|
 +
name=Inflict Serious Wounds|
 +
desc=Entropy, Eternal|
 +
time=1 standard action|
 +
range=Close (25' + 5'/2 levels)|
 +
target=One creature|
 +
area=|
 +
effect= |
 +
dur=Instantaneous|
 +
save=Will negates|
 +
SR=Yes|
 +
rules=When you cast this spell, the targeted creature immediately takes an amount of entropic damage equal to twice your highest mental ability score (Intelligence, Wisdom, or Charisma) or to twice their Constitution score, whichever is higher.
 +
 
 +
You may voluntarily reduce the range on this spell to "Touch". If you do so, the touched creature also takes an additional amount of entropic damage equal to twice your Hero Value.|
 +
eternal=As above, except the range is reduced to "Touch", and the touched creature takes 3d8 entropic damage, plus your Hero Value.|
 +
class1=Eternal|
 +
class1level=4|
 +
class2=Undeath Domain|
 +
class2level=4|
 +
nocat= 1
 +
}}
 +
 
 +
===Inflict Serious Wounds, Mass===
 +
{{d20rSpell|
 +
name=Mass Inflict Serious Wounds|
 +
desc=Entropy|
 +
time=1 standard action|
 +
range=Close (20' + 5'/2 levels)|
 +
target=Up to 1 creature/2 levels, no two of which may be more than 30' apart|
 +
area=|
 +
effect= |
 +
dur=Instantaneous|
 +
save=Will negates|
 +
SR=Yes|
 +
rules=This spell functions as ''inflict serious wounds'', except as noted here.|
 +
eternal=|
 +
class1=Undeath Domain|
 +
class1level=8|
 +
class2=War Domain|
 +
class2level=7|
 +
class3=|
 +
class3level=|
 +
nocat= 1
 +
}}
 +
 
 +
===Insanity===
 +
{{d20rSpell|
 +
name=Insanity|
 +
desc=Curse, Mind-Affecting|
 +
time=1 standard action|
 +
range=Close (25' + 5'/2 levels)|
 +
target=One creature|
 +
area=|
 +
effect= |
 +
dur=Permanent (D)|
 +
save=Will negates|
 +
SR=Yes|
 +
rules=The affected creature suffers from a continuous ''confusion'' effect, as the spell.
 +
 
 +
''Remove curse'' does not remove ''insanity'': only ''greater restoration'' or ''heal'' can restore the creature.|
 +
eternal=|
 +
class1=Enchantment|
 +
class1level=7|
 +
class2=Fear Domain|
 +
class2level=7|
 +
class3=Madness Domain|
 +
class3level=6|
 +
class4=Moon Domain|
 +
class4level=7|
 +
nocat= 1
 +
}}
 +
 
 +
===Instant Summons===
 +
{{d20rSpell|
 +
name=Instant Summons|
 +
desc=Transport|
 +
time=10 minutes and 1 swift action; see text|
 +
range=See text|
 +
target=One object weighing no more than 10 lbs/level|
 +
area=|
 +
effect= |
 +
dur=Permanent until discharged|
 +
save=None|
 +
SR=No|
 +
rules=You call some nonliving item from virtually any location directly to your hand.
 +
 
 +
When you first cast this spell, you touch an object, which magically and invisibly inscribes the item with an identifying sigil, a process which takes ten minutes. Thereafter, you can summon the item by speaking a special word (set by you when the spell is cast) as a swift action. The item appears instantly in your hand.
 +
 
 +
If the item is in the possession of another creature, the spell does not work, but you know who the possessor is and roughly where that creature is located when the summons occurs.
 +
 
 +
The inscription on the item is invisible. It is also unreadable, except by means of a ''read magic'' spell, to anyone but you.
 +
 
 +
The item can be summoned from another plane, but only if no other creature has claimed ownership of it.|
 +
eternal=|
 +
class1=Luck Domain|
 +
class1level=8|
 +
class2=Rune Magic|
 +
class2level=7|
 +
class3=Wealth Domain|
 +
class3level=7|
nocat= 1
nocat= 1
}}
}}
-
===inflict serious wounds===
 
-
===inflict serious wounds, mass===
 
-
===insanity===
 
-
===instant summons===
 
=== Invigorate Venom ===
=== Invigorate Venom ===
{{d20rSpell|
{{d20rSpell|
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}}
}}
-
===invisibility===
+
===Invisibility===
-
===invisibility, greater===
+
{{d20rSpell|
-
===invisibility, mass===
+
name=Invisibility|
-
===invisibility purge===
+
desc=Eternal, Illusion|
 +
time=1 standard action|
 +
range=Touch|
 +
target=Touched creature; or object touched weighing no more than 100 lbs/level|
 +
area=|
 +
effect= |
 +
dur=1 minute/level or until discharged (D)|
 +
save=Will negates (harmless)|
 +
SR=Yes (harmless)|
 +
rules=The creature or object touched becomes invisible, vanishing from sight, even from darkvision. If the recipient is a creature carrying gear, that vanishes, too. If you cast the spell on someone else, neither you nor your allies can see the subject, unless you can normally see invisible things or you employ magic to do so.
 +
 
 +
Items dropped or put down by an invisible creature become visible; items picked up disappear if tucked into the clothing or pouches worn by the creature. Light, however, never becomes invisible, although a source of light can become so (thus, the effect is that of a light with no visible source). Any part of an item that the subject carries but that extends more than 10' from it becomes visible.
 +
 
 +
Of course, the subject is not magically silenced, and certain other conditions can render the recipient detectable (such as stepping in a puddle). The spell ends if the subject attacks any creature. For purposes of this spell, an attack includes any spell targeting a foe or whose area or effect includes a foe. Exactly who is a foe depends on the invisible character's perceptions. Actions directed at unattended objects do not break the spell. Causing harm indirectly is not an attack. Thus, an invisible being can open doors, talk, eat, climb stairs, summon monsters and have them attack, cut the ropes holding a rope bridge while enemies are on the bridge, remotely trigger traps, open a portcullis to release attack dogs, and so forth. If the subject attacks directly, however, it immediately becomes visible along with all its gear. Spells such as ''bless'' that specifically affect allies but not foes are not attacks for this purpose, even when they include foes in their area.|
 +
eternal=As above, except the range becomes "personal", the target becomes "you", and the duration shortens to "3 rounds".|
 +
class1=Alchemy|
 +
class1level=3|
 +
class2=Eternal|
 +
class2level=3|
 +
class3=Fear Domain|
 +
class3level=2|
 +
class4=Phantasmagoria|
 +
class4level=2|
 +
nocat= 1
 +
}}
 +
 
 +
===Invisibility, Greater===
 +
{{d20rSpell|
 +
name=Greater Invisibility|
 +
desc=Illusion|
 +
time=|
 +
range=|
 +
target= |
 +
area=|
 +
effect= |
 +
dur=|
 +
save=|
 +
SR=|
 +
rules=This spell functions identically to ''invisibility'' except the invisibility doesn't end if the recipient attacks.|
 +
eternal=|
 +
class1=Phantasmagoria|
 +
class1level=5|
 +
class2=Star Domain|
 +
class2level=5|
 +
class3=|
 +
class3level=|
 +
nocat= 1
 +
}}
 +
 
 +
===Invisibility, Mass===
 +
{{d20rSpell|
 +
name=Mass Invisibility|
 +
desc=Illusion|
 +
time=|
 +
range=Close (25' + 5'/2 levels)|
 +
target=One creature/level, no two of which may be more than 30' apart|
 +
area=|
 +
effect= |
 +
dur=|
 +
save=|
 +
SR=|
 +
rules=This spell functions identically to ''invisibility'' except as noted here.|
 +
eternal=|
 +
class1=Phantasmagoria|
 +
class1level=8|
 +
class2=|
 +
class2level=|
 +
class3=|
 +
class3level=|
 +
nocat= 1
 +
}}
 +
 
 +
===Invisibility Purge===
 +
{{d20rSpell|
 +
name=Invisibility Purge|
 +
desc=Abjuration|
 +
time=1 standard action|
 +
range=30'|
 +
target= |
 +
area=30' radius burst, centered on you|
 +
effect= |
 +
dur=Instantaneous|
 +
save=Will negates|
 +
SR=No|
 +
rules=Anything invisible in the area becomes visible. If something is naturally invisible through an extraordinary, preternatural, or supernatural ability, the creature becomes visible for 2d3 rounds, then returns to their natural state of invisibility. Otherwise, the invisibility-causing effect is dispelled as if by a targeted ''dispel magic''.|
 +
eternal=|
 +
class1=Moon Domain|
 +
class1level=3|
 +
class2=Sun Domain|
 +
class2level=4|
 +
class3=|
 +
class3level=|
 +
nocat= 1
 +
}}
 +
 
===Invocation===
===Invocation===
{{d20rSpell|
{{d20rSpell|
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nocat= 1
nocat= 1
}}
}}
-
===iron body===
+
===Iron Body===
 +
{{d20rSpell|
 +
name=Iron Body|
 +
desc=Metal, Polymorph|
 +
time=1 standard action|
 +
range=Touch|
 +
target=Creature touched|
 +
area=|
 +
effect= |
 +
dur=1 minute/level (D)|
 +
save=Fortitude negates (harmless)|
 +
SR=Yes (harmless)|
 +
rules=This spell transforms the target's body into living iron, which grants them several powerful resistances and abilities.
 +
 
 +
The target gains damage reduction 15/adamantine. The target's type changes to Construct, gaining any traits of the type temporarily. In addition, the target becomes immune to [Electricity] effects, [Poison] effects, and all spells or attacks that affect their physiology or respiration, because they have no physiology or respiration while this spell is in effect. They take only half damage from [Acid] and [Fire] effects. However, they also become vulnerable to spells and effects that target metallic objects or creatures, or creatures of the Construct type.
 +
 
 +
The target gains a +6 enhancement bonus to their Strength score, but they take a -6 penalty to Dexterity as well (to a minimum Dexterity score of 1), and their speed is reduced to half normal. The target has an arcane spell failure chance of 50% and a -8 armor check penalty, just as if they were clad in full plate armor. The target cannot drink (and thus can't use potions) or play wind instruments.
 +
 
 +
The target's unarmed attacks deal damage equal to a club sized for you (1d4 for Small characters or 1d6 for Medium characters), and they are considered armed when making unarmed attacks.
 +
 
 +
The target's weight increases by a factor of ten, causing them to sink in water like a stone. However, the target could survive the crushing pressure and lack of air at the bottom of the ocean—at least until the spell duration expires.
 +
 
 +
If you cast this spell from the Might of Talos school, its range changes to "Personal" and its target changes to "You."|
 +
eternal=|
 +
class1=Alchemy|
 +
class1level=8|
 +
class2=Courage Domain|
 +
class2level=8|
 +
class3=Glory Domain|
 +
class3level=8|
 +
class4=Might Domain|
 +
class4level=8|
 +
class5=Might of Talos|
 +
class5level=4|
 +
nocat= 1
 +
}}
 +
 
=== Iron Lung ===
=== Iron Lung ===
{{d20rSpell|
{{d20rSpell|
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nocat= 1
nocat= 1
}}
}}
-
===ironwood===
+
===Ironwood===
-
===irresistible dance===
+
{{d20rSpell|
 +
name=Ironwood|
 +
desc=Polymorph|
 +
time=1 minute/lb|
 +
range=Touch|
 +
target=Wooden object touched of no more than 5 lbs/level|
 +
area=|
 +
effect= |
 +
dur=Instantaneous|
 +
save=None|
 +
SR=Yes (object)|
 +
rules=Ironwood is a magical substance created from normal wood. While remaining natural wood in almost every way, ironwood is as strong, heavy, and resistant to fire as steel. Spells that affect metal or iron do not function on ironwood. Spells that affect wood do affect ironwood, although ironwood does not burn. Using this spell with a wood-related Craft check, you can fashion wooden items that function as steel items. Thus, wooden plate armor and wooden swords can be created that are as durable as their normal steel counterparts.|
 +
eternal=|
 +
class1=Plant Domain|
 +
class1level=6|
 +
class2=|
 +
class2level=|
 +
class3=|
 +
class3level=|
 +
nocat= 1
 +
}}
 +
 
 +
===Irresistible Dance===
 +
{{d20rSpell|
 +
name=Irresistible Dance|
 +
desc=Mind-Affecting|
 +
time=1 standard action|
 +
range=Touch|
 +
target=Creature touched|
 +
area=|
 +
effect= |
 +
dur=1d4+1 rounds|
 +
save=Will negates|
 +
SR=Yes|
 +
rules=The subject feels an undeniable urge to dance and begins doing so, complete with foot shuffling and tapping. The spell effect makes it impossible for the subject to do anything other than caper and prance in place. The effect imposes a -4 penalty to Armor Class and a -10 penalty on Reflex saves, and it negates any AC bonus granted by a shield the target holds. The dancing subject provokes attacks of opportunity each round on its turn.|
 +
eternal=|
 +
class1=Hex Domain|
 +
class1level=7|
 +
class2=Trickery Domain|
 +
class2level=8|
 +
class3=|
 +
class3level=|
 +
nocat= 1
 +
}}
==J==
==J==
==K==
==K==
-
===knock===
+
===Knock===
 +
{{d20rSpell|
 +
name=Knock|
 +
desc=|
 +
time=1 standard action|
 +
range=Touch|
 +
target=Locked object of no more than 10 sqft/level, or creature touched; see text|
 +
area=|
 +
effect=|
 +
dur=Instantaneous or 1 round/level; see text (D)|
 +
save=Will negates (harmless)|
 +
SR=Yes (harmless)|
 +
rules=If you touch an object as part of casting this spell, you immediately make a Disable Device check to open the object's lock (even if it is a magical lock), substituting your Caster Level plus your highest mental ability modifier (Intelligence, Wisdom, or Charisma) for the check.
 +
 
 +
If you touch a creature as part of casting this spell, the touched creature gains an insight bonus on Disable Device checks equal to your Caster Level for the duration of this spell. The touched creature may also attempt to bypass magical locks or other similar impediments that they normally would not be able to unlock.|
 +
eternal=|
 +
class1=Trickery Domain|
 +
class1level=3|
 +
class2=Wealth Domain|
 +
class2level=2|
 +
class3=|
 +
class3level=|
 +
nocat= 1
 +
}}
==L==
==L==
-
===legend lore===
+
===Legend Lore===
 +
{{d20rSpell|
 +
name=Legend Lore|
 +
desc=|
 +
time=See text|
 +
range=Personal|
 +
target=You|
 +
area=|
 +
effect= |
 +
dur=See text|
 +
save=|
 +
SR=|
 +
rules=''Legend lore'' brings to your mind legends about an important person, place, or thing. If the person or thing is at hand, or if you are in the place in question, the casting time is only 30 minutes. If you have only detailed information on the person, place, or thing, the casting time is 1d10 days, and the resulting lore is less complete and specific (though it often provides enough information to help you find the person, place, or thing, thus allowing a better ''legend lore'' result next time). If you know only rumors, the casting time is 2d6 weeks, and the resulting lore is vague and incomplete (though it often directs you to more detailed information, thus allowing a better ''legend lore'' result next time).
 +
 
 +
During the casting, you cannot engage in other than routine activities: eating, sleeping, and so forth. When completed, the divination brings legends (if any) about the person, place, or things to your mind. These may be legends that are still current, legends that have been forgotten, or even information that has never been generally known. If the person, place, or thing is not of legendary importance, you gain no information. As a rule of thumb, characters who are 11th level and higher are "legendary," as are the sorts of creatures they contend with, the major magic items they wield, and the places where they perform their key deeds.|
 +
eternal=|
 +
class1=Astrology|
 +
class1level=6|
 +
class2=Fate Domain|
 +
class2level=7|
 +
class3=Knowledge Domain|
 +
class3level=4|
 +
class4=Wealth Domain|
 +
class4level=4|
 +
nocat= 1
 +
}}
 +
 
=== Lernaen Breath ===
=== Lernaen Breath ===
{{d20rSpell|
{{d20rSpell|
Line 7,021: Line 7,363:
rules=''Lernaen breath'' lets you exhale a cloud of potent, airborne toxins. Breathing creatures (including those who attempt to hold their breath) within the spell's area must make a Fortitude save or be poisoned. This poison uses this spell's DC and inflicts 2 damage to a random ability score upon a failed saving throw. A number of successful saves equal to your Charisma modifier (minimum 1 save) ends the effect.|
rules=''Lernaen breath'' lets you exhale a cloud of potent, airborne toxins. Breathing creatures (including those who attempt to hold their breath) within the spell's area must make a Fortitude save or be poisoned. This poison uses this spell's DC and inflicts 2 damage to a random ability score upon a failed saving throw. A number of successful saves equal to your Charisma modifier (minimum 1 save) ends the effect.|
eternal= |
eternal= |
-
class1=Lernaen|
+
class1=Lernaen Magic|
class1level=5|
class1level=5|
class2= |
class2= |
Line 7,027: Line 7,369:
nocat= 1
nocat= 1
}}
}}
-
===lesser confusion===
+
 
-
===lesser geas===
+
===Lesser Confusion===
-
===lesser globe of invulnerability===
+
{{d20rSpell|
-
===lesser planar binding===
+
name=Lesser Confusion|
-
===lesser restoration===
+
desc=Mind-Affecting|
-
===levitate===
+
time=1 standard action|
-
===lightning bolt===
+
range=Close (25' + 5'/2 levels)|
 +
target=One creature|
 +
area=|
 +
effect= |
 +
dur=1 round|
 +
save=Will negates|
 +
SR=Yes|
 +
rules=The targeted creature must make a Will save or be confused for one round.|
 +
eternal=|
 +
class1=Madness Domain|
 +
class1level=1|
 +
class2=|
 +
class2level=|
 +
class3=|
 +
class3level=|
 +
nocat= 1
 +
}}
 +
 
 +
===Lesser Geas===
 +
{{d20rSpell|
 +
name=Lesser Geas|
 +
desc=Curse, Language-Dependent, Mind-Affecting|
 +
time=1 round|
 +
range=Close (25' + 5'/2 levels)|
 +
target= |
 +
area=|
 +
effect= |
 +
dur=Permanent or 1 day/level or until discharged; see text (D)|
 +
save=Will negates|
 +
SR=Yes|
 +
rules=This spell functions as ''geas/quest'' except as noted here.
 +
 
 +
Failing to follow a ''lesser geas's'' instructions inflicts a -2 penalty to one ability score, randomly selected, up to a total penalty on all scores of -8. No ability score can be reduced to less than 1 by this effect. The ability score penalties are removed 24 hours after the subject resumes obeying the ''lesser geas''.
 +
 
 +
A ''lesser geas'' (and all associated ability score penalties) can be ended by ''break enchantment'' or ''remove curse.''
 +
 
 +
Completing the task discharges the spell and ends any associated ability score penalties immediately.|
 +
eternal=|
 +
class1=Enchantment|
 +
class1level=4|
 +
class2=Fate Domain|
 +
class2level=4|
 +
class3=|
 +
class3level=|
 +
nocat= 1
 +
}}
 +
 
 +
===Lesser Globe of Invulnerability===
 +
{{d20rSpell|
 +
name=Lesser Globe of Invulnerability|
 +
desc=Abjuration, Force|
 +
time=1 standard action|
 +
range=10'|
 +
target=|
 +
area=10' radius emanation, centered on you|
 +
effect= |
 +
dur=1 round/level (D)|
 +
save=None|
 +
SR=No|
 +
rules=An immobile, faintly shimmering magical sphere surrounds you and excludes all spell effects of 3th level or lower. The area or effect of any such spells does not include the area of the ''globe of invulnerability''. Such spells fail to affect any target located within the ''globe''. Excluded effects include spell-like abilities and spells or spell-like effects from items. Extraordinary and preternatural effects are unaffected. However, any type of spell can be cast through or out of the ''globe''. Spells of 4th level and higher are not affected by the ''globe'', nor are spells already in effect when the ''globe'' is cast. The ''globe'' can be brought down by a targeted ''dispel magic'' spell, but not by an area ''dispel magic''. You can leave and return to the ''globe'' without penalty.
 +
 
 +
Note that spell effects are not disrupted unless their effects enter the ''globe'', and even then they are merely suppressed, not dispelled.
 +
 
 +
If a given spell has more than one level depending on which character class is casting it, use the level appropriate to the caster to determine whether ''globe of invulnerability'' stops it.|
 +
eternal=|
 +
class1=Luck Domain|
 +
class1level=5|
 +
class2=Protection Domain|
 +
class2level=4|
 +
class3=|
 +
class3level=|
 +
nocat= 1
 +
}}
 +
 
 +
===Lesser Planar Binding===
 +
{{d20rSpell|
 +
name=Lesser Planar Binding|
 +
desc=Calling|
 +
time=10 minutes|
 +
range=Close (25' + 5'/2 levels)|
 +
target=One Avatar, Elemental, or Outsider with 6HD or less|
 +
area=|
 +
effect= |
 +
dur=Instantaneous|
 +
save=Will negates|
 +
SR=No and Yes; see text|
 +
rules=Casting this spell attempts a dangerous act: to lure a creature from another plane to a specifically prepared trap, which must lie within the spell's range. The called creature is held in the trap until it agrees to perform one service in return for its freedom.
 +
 
 +
To create the trap, you create a magic circle of protection, focused inward. The kind of creature to be bound must be known and stated. If you wish to call a specific individual, you must use that individual's proper name in casting the spell.
 +
 
 +
The target creature is allowed a Will saving throw. If the saving throw succeeds, the creature resists the spell. If the saving throw fails, the creature is immediately drawn to the trap (Spell Resistance does not keep it from being called). The creature can escape from the trap with by successfully pitting its Spell Resistance against your Caster Level check, by dimensional travel, or with a successful Charisma check (DC 15 + ½ your caster level + your Cha modifier). It can try each method once per day. If it breaks loose, it can flee or attack you. A ''dimensional anchor'' cast on the creature prevents its escape via dimensional travel. You can also employ a calling diagram (see ''magic circle'') or a ''binding'' spell to make the trap more secure.
 +
 
 +
If the creature does not break free of the trap, you can keep it bound for as long as you dare. You can attempt to compel the creature to perform a service by describing the service and perhaps offering some sort of reward. You make a Charisma check opposed by the creature's Charisma check. The check is assigned a bonus of +0 to +6 based on the nature of the service and the reward. If the creature wins the opposed check, it refuses service. New offers, bribes, and the like can be made or the old ones re-offered every 24 hours. This process can be repeated until the creature promises to serve, until it breaks free, or until you decide to get rid of it by means of some other spell. Impossible demands or unreasonable commands are never agreed to. If you roll a 1 on the Charisma check, the creature breaks free of the binding and can escape or attack you.
 +
 
 +
Once the requested service is completed, the creature need only so inform you to be instantly sent back whence it came. The creature might later seek revenge. If you assign some open-ended task that the creature cannot complete though its own actions the spell remains in effect for a maximum of one day per Caster Level, and the creature gains an immediate chance to break free. Note that a clever recipient can subvert some instructions.
 +
 
 +
''Lesser planar binding's'' descriptors match the subtypes of the summoned creature, when applicable.|
 +
eternal=|
 +
class1=Enochian Magic|
 +
class1level=5|
 +
class2=|
 +
class2level=|
 +
class3=|
 +
class3level=|
 +
nocat= 1
 +
}}
 +
 
 +
===Lesser Restoration===
 +
{{d20rSpell|
 +
name=Lesser Restoration|
 +
desc=Healing|
 +
time=3 rounds|
 +
range=Touch|
 +
target=Creature touched|
 +
area=|
 +
effect= |
 +
dur=Instantaneous|
 +
save=None|
 +
SR=No|
 +
rules=''Lesser restoration'' dispels any magical effects reducing one of the subject's ability scores or cures 1d4 points of ability damage to one of the subject's ability scores. It also eliminates any fatigue suffered by the character, and improves an exhausted condition to fatigued. It does not restore permanent ability drain.|
 +
eternal=|
 +
class1=Healing Domain|
 +
class1level=2|
 +
class2=Life Domain|
 +
class2level=2|
 +
class3=|
 +
class3level=|
 +
nocat= 1
 +
}}
 +
 
 +
===Levitate===
 +
{{d20rSpell|
 +
name=Levitate|
 +
desc=Force|
 +
time=1 standard action|
 +
range=Close (25' + 5'/2 levels)|
 +
target=One willing creature or object weighing less than 100 lbs/level|
 +
area=|
 +
effect= |
 +
dur=1 minute/level (D)|
 +
save=Will negates (harmless)|
 +
SR=Yes (harmless)|
 +
rules=''Levitate'' allows you to move yourself, another creature, or an object up and down as you wish. A creature must be willing to be ''levitated'', and an object must be unattended or possessed by a willing creature. You can mentally direct the recipient to move up or down as much as 20' each round; doing so is a move action. You cannot move the recipient horizontally, but the recipient could clamber along the face of a cliff, for example, or push against a ceiling to move laterally (generally at half its base land speed). Effects that have special or different effects for flying creatures treat a ''levitating'' creature as if it were flying.
 +
 
 +
A ''levitating'' creature that attacks with a melee or ranged weapon finds itself increasingly unstable; the first attack has a -1 penalty on attack rolls, the second -2, and so on, to a maximum penalty of -5. A full round spent stabilizing allows the creature to begin again at -1.|
 +
eternal=|
 +
class1=Air Domain|
 +
class1level=2|
 +
class2=Travel Domain|
 +
class2level=2|
 +
class3=|
 +
class3level=|
 +
nocat= 1
 +
}}
 +
 
 +
===Lightning Bolt===
 +
{{d20rSpell|
 +
name=Lightning Bolt|
 +
desc=Electricity, Eternal|
 +
time=1 standard action|
 +
range=120'|
 +
target= |
 +
area=120' line|
 +
effect= |
 +
dur=Instantaneous|
 +
save=Reflex half|
 +
SR=Yes|
 +
rules=You release a powerful stroke of electrical energy that deals 1d6 electricity damage per Caster Level to each creature within its area. The bolt begins at your fingertips.
 +
 
 +
The ''lightning bolt'' sets fire to combustibles and damages objects in its path. It can melt metals with a low melting point, such as lead, gold, copper, silver, or bronze. If the damage caused to an interposing barrier shatters or breaks through it, the bolt may continue beyond the barrier if the spell’s range permits; otherwise, it stops at the barrier just as any other spell effect does.
 +
 
 +
Creatures wearing armor made primarily of metal take a -2 penalty on their saving throws against this spell.|
 +
eternal=This spell functions identically when prepared as an eternal spell, but the range is lowered to 30', the area becomes "30' line", and it inflicts 1d6 electricity damage per two Caster Levels.|
 +
class1=Eternal|
 +
class1level=3|
 +
class2=Raghnialt's Kiss|
 +
class2level=3|
 +
class3=Storm Domain|
 +
class3level=3|
 +
nocat= 1
 +
}}
 +
 
=== Liquefy ===
=== Liquefy ===
{{d20rSpell|
{{d20rSpell|
Line 7,072: Line 7,595:
nocat= 1
nocat= 1
}}
}}
-
===liveoak===
+
===Liveoak===
-
===locate creature===
+
{{d20rSpell|
-
===locate object===
+
name=Liveoak|
-
===longstrider===
+
desc=Animation, Polymorph|
-
===lucubration===
+
time=10 minutes|
 +
range=Touch|
 +
target=Living tree touched|
 +
area=|
 +
effect= |
 +
dur=One day/level (D)|
 +
save=None|
 +
SR=No|
 +
rules=This spell turns a tree into a protector or guardian: while this spell references an oak tree in its title, it affects trees of all types. The spell can be cast on only a single tree at a time: while ''liveoak'' is in effect, you can't cast it again on another tree. The tree on which the spell is cast must be within 10' of your dwelling place, within a place sacred to you, or within 300' of something that you wish to guard or protect.
 +
 
 +
''Liveoak'' must be cast on a healthy, Huge tree. A triggering phrase of up to one word per Caster Level is placed on the targeted tree. The ''liveoak'' spell triggers the tree into animating as a treant. The treant remains within 300' of the place or object you wish to protect at all times: if it moves outside of this range, it immediately takes root and the spell ends. If the treant is assigned to protect a mobile object, it will do so, but it may have difficulty keeping pace if the object moves quickly.
 +
 
 +
If ''liveoak'' is dispelled, the tree takes root immediately, wherever it happens to be. If released by you or you dismiss the spell, the tree tries to return to its original location before taking root.|
 +
eternal=|
 +
class1=Plant Domain|
 +
class1level=6|
 +
class2=|
 +
class2level=|
 +
class3=|
 +
class3level=|
 +
nocat= 1
 +
}}
 +
 
 +
===Locate Creature===
 +
{{d20rSpell|
 +
name=Locate Creature|
 +
desc=Divination|
 +
time=1 standard action|
 +
range=Long (400' + 40'/level)|
 +
target= |
 +
area=400' + 40'/level radius emanation, centered on you|
 +
effect= |
 +
dur=1 minute/level (D)|
 +
save=None|
 +
SR=No|
 +
rules=This spell functions like ''locate object'', except this spell locates a known or familiar creature.
 +
 
 +
You slowly turn and sense when you are facing in the direction of the creature to be located, provided it is within range. You also know in which direction the creature is moving, if any.
 +
 
 +
The spell can locate a creature of a specific kind (such as a goblin) or a specific creature known to you. It cannot find a creature of a certain type (such as a creature of the Animal type). To find a kind of creature, you must have seen such a creature up close (within 30') at least once.
 +
 
 +
Running water blocks the spell. It cannot detect objects. It can be fooled by ''mislead, nondetection'', and [Polymorph] effects.|
 +
eternal=|
 +
class1=Astrology|
 +
class1level=4|
 +
class2=Fate Domain|
 +
class2level=5|
 +
class3=|
 +
class3level=|
 +
nocat= 1
 +
}}
 +
 
 +
===Locate Object===
 +
{{d20rSpell|
 +
name=Locate Object|
 +
desc=Divination|
 +
time=1 standard action|
 +
range=Long (400' + 40'/level)|
 +
target= |
 +
area=400' + 40'/level radius emanation, centered on you|
 +
effect= |
 +
dur=1 minute/level (D)|
 +
save=None|
 +
SR=No|
 +
rules=You sense the direction of a well-known or clearly visualized object. You can search for general items, in which case you locate the nearest one of its kind if more than one is within range. Attempting to find a certain item requires a specific and accurate mental image; if the image is not close enough to the actual object, the spell fails. You cannot specify a unique item unless you have observed that particular item firsthand (not through divination).
 +
 
 +
The spell is blocked by even a thin sheet of lead or running water. Creatures cannot be found by this spell. It can be fooled by ''mislead, nondetection'', and [Polymorph] effects.|
 +
eternal=|
 +
class1=Astrology|
 +
class1level=2|
 +
class2=Wealth Domain|
 +
class2level=2|
 +
class3=|
 +
class3level=|
 +
nocat= 1
 +
}}
 +
 
 +
===Longstrider===
 +
{{d20rSpell|
 +
name=Longstrider|
 +
desc=Dynamism|
 +
time=1 standard action|
 +
range=Touch|
 +
target=Creature touched|
 +
area=|
 +
effect= |
 +
dur=10 minutes/level (D)|
 +
save=Fortitude negates (harmless)|
 +
SR=Yes (harmless)|
 +
rules=The touched creature gains a +10' enhancement bonus to one movement speed of your choice (such as land speed, burrow speed, climb speed, or fly speed), chosen at time of casting.|
 +
eternal=|
 +
class1=Travel Domain|
 +
class1level=1|
 +
class2=|
 +
class2level=|
 +
class3=|
 +
class3level=|
 +
nocat= 1
 +
}}
 +
 
 +
===Lucubration===
 +
{{d20rSpell|
 +
name=Lucubration|
 +
desc=|
 +
time=1 standard action|
 +
range=Personal|
 +
target=You|
 +
area=|
 +
effect= |
 +
dur=Instantaneous|
 +
save=|
 +
SR=|
 +
rules=You instantly restore any one spell slot of 5th level or lower that you have used during the past 24 hours. The spell slot must have been actually used during that period.|
 +
eternal=|
 +
class1=Time Domain|
 +
class1level=6|
 +
class2=|
 +
class2level=|
 +
class3=|
 +
class3level=|
 +
nocat= 1
 +
}}
==M==
==M==
-
===maddening scream===
+
===Maddening Scream===
-
===mage armor===
+
{{d20rSpell|
-
===mage's sword===
+
name=Maddening Scream|
-
===magic aura===
+
desc=Mind-Affecting|
 +
time=1 standard action|
 +
range=Touch|
 +
target=Living creature touched|
 +
area=|
 +
effect= |
 +
dur=1d4+1 rounds|
 +
save=None|
 +
SR=Yes|
 +
rules=The subject cannot keep him or herself from behaving as though completely mad. This spell makes it impossible for the victim to do anything other than race about caterwauling.
 +
 
 +
The effect worsens the Armor Class of the creature by 4, makes Reflex saving throws impossible except on a roll of 20, and makes it impossible to use a shield.|
 +
eternal=|
 +
class1=Madness Domain|
 +
class1level=8|
 +
class2=|
 +
class2level=|
 +
class3=|
 +
class3level=|
 +
nocat= 1
 +
}}
 +
 
 +
===Mage Armor===
 +
{{d20rSpell|
 +
name=Mage Armor|
 +
desc=Abjuration, Eternal, Force|
 +
time=1 standard action|
 +
range=Touch|
 +
target=Creature touched|
 +
area=|
 +
effect= |
 +
dur=1 hour/level (D)|
 +
save=Will negates (harmless)|
 +
SR=No|
 +
rules=An invisible but tangible field of force surrounds the subject of a ''mage armor'' spell, providing a +4 armor bonus to AC.
 +
 
 +
Unlike mundane armor, ''mage armor'' entails no armor check penalty, arcane spell failure chance, or speed reduction. Since ''mage armor'' is made of force, incorporeal creatures can't bypass it the way they do normal armor.|
 +
eternal=This spell functions identically when prepared as an eternal spell.|
 +
class1=Alchemy|
 +
class1level=1|
 +
class2=Eternal|
 +
class2level=1|
 +
class3=Magic Domain|
 +
class3level=1|
 +
class4=Might of Talos|
 +
class4level=1|
 +
class5=Protection Domain|
 +
class5level=1|
 +
nocat= 1
 +
}}
 +
 
 +
===Mage's Sword===
 +
{{d20rSpell|
 +
name=Mage's Sword|
 +
desc=Creation, Force|
 +
time=1 standard action|
 +
range=Medium (100' + 10'/level)|
 +
target= |
 +
area=|
 +
effect=One sword of force|
 +
dur=1 round/level (D)|
 +
save=None|
 +
SR=Yes; see text|
 +
rules=This spell brings into being a shimmering, sword-like plane of force. The sword strikes at any opponent within its range, as you desire, starting in the round that you cast the spell. The sword attacks its designated target once each round on your turn. Its attack bonus is equal to your Caster Level + your highest mental ability modifier (Intelligence, Wisdom, or Charisma), with an additional enhancement bonus equal to one-fourth your Caster Level (round down, minimum +1). As a force effect, it can strike ethereal and incorporeal creatures. It deals 4d6 force damage (plus its enhancement bonus), with a threat range of 19-20 and a critical multiplier of ×2.
 +
 
 +
The sword always strikes from your direction. It does not get a bonus for flanking or help a combatant get one. If the sword goes beyond the spell range from you, if it goes out of your sight, or if you are not directing it, the sword teleports back to you and hovers.
 +
 
 +
Each round after the first, you can use a move action to switch the sword to a new target. If you do not, the sword continues to attack the previous round's target.
 +
 
 +
The sword cannot be attacked or harmed by physical attacks, but ''dispel magic, disintegrate'', a ''sphere of annihilation'', or a ''rod of cancellation'' affects it. The sword’s AC is 13 (10, +0 size bonus for Medium object, +3 deflection bonus).
 +
 
 +
If an attacked creature has spell resistance, the resistance is checked the first time ''mage's sword'' strikes it. If the sword is successfully resisted, the spell is dispelled. If not, the sword has its normal full effect on that creature for the duration of the spell.|
 +
eternal=|
 +
class1=Might of Talos|
 +
class1level=7|
 +
class2=|
 +
class2level=|
 +
class3=|
 +
class3level=|
 +
nocat= 1
 +
}}
 +
 
 +
===Magic Aura===
 +
{{d20rSpell|
 +
name=Magic Aura|
 +
desc=Illusion|
 +
time=1 standard action|
 +
range=Touch|
 +
target=Object touched weighing up to 5 lbs/level|
 +
area=|
 +
effect=|
 +
dur=1 day/level (D)|
 +
save=None; see text|
 +
SR=No|
 +
rules=You alter an item's aura so that it registers to ''detect'' spells (and spells with similar capabilities) as though it were non-magical, or a magic item of a kind you specify, or the subject of a spell you specify.
 +
 
 +
If the object bearing ''magic aura'' has ''identify'' cast on it or is similarly examined, the examiner recognizes that the aura is false and detects the object's actual qualities if he succeeds on a Will save. Otherwise, he believes the aura and no amount of testing reveals what the true magic is.
 +
 
 +
If the targeted item's own aura is exceptionally powerful (if it is an artifact, for instance), ''magic aura'' doesn't work.
 +
 
 +
A magic weapon, shield, or suit of armor must be a masterwork item, so a sword of average make, for example, looks suspicious if it has a magical aura.|
 +
eternal=|
 +
class1=Moon Domain|
 +
class1level=1|
 +
class2=Star Domain|
 +
class2level=1|
 +
class3=|
 +
class3level=|
 +
nocat= 1
 +
}}
 +
 
===magic circle against alignment===
===magic circle against alignment===
===magic jar===
===magic jar===

Current revision as of 19:02, 23 September 2014

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