D20r:Spells
From Fax Encyclopedicus
(→Permafrost) |
(→Armor of Darkness) |
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=== Arcane Sight, Greater=== | === Arcane Sight, Greater=== | ||
=== Arise=== | === Arise=== | ||
- | === Armor of Darkness=== | + | === Armor of Darkness === |
+ | === Armor of Earth === | ||
+ | {{d20rSpell| | ||
+ | name=Armor of Earth | ||
+ | desc=Earth, Eternal| | ||
+ | time=1 standard action| | ||
+ | range=Touch| | ||
+ | target=Creature touched| | ||
+ | area= | | ||
+ | effect= | | ||
+ | dur=1 minute/level| | ||
+ | save=Will negates (harmless)| | ||
+ | SR=Yes (harmless)| | ||
+ | rules=You encase the touched creature in a case of stone. This stone does not restrict the target's mobility, but does provide several benefits to the touched creature. | ||
+ | |||
+ | A creature encased in stone like this gains an armor bonus to Armor Class equal to 1/2 your Caster Level (round down, minimum +5), gains the Earth subtype, and gains 50% resistance to critical hits. In addition, the targeted creature gains damage reduction equal to your primary spellcasting modifier. This damage reduction cannot be overcome. | ||
+ | |||
+ | Creatures who touch or attack the armored creature in melee must make a Reflex save or take 1d4 points of bludgeoning damage per three Caster Levels. A creature who grapples or is grappled by the armored creature is not allowed a save against this damage. | ||
+ | |||
+ | The armored creature also radiates an aura of swirling sand: creatures within 10' at the start of the armored creature's turn must make a Fortitude save or be blinded for one round. | ||
+ | |||
+ | During the spell's duration, the armored creature may perform an elemental smite once every five rounds. When making an attack, the armored creature adds her Charisma modifier (minimum +1) to her attack roll. If she hits, she deals additional bludgeoning damage equal to her Hero Value. If she misses, the attempt is wasted.| | ||
+ | eternal=This spell functions as above, but the spell's duration is one round per level.| | ||
+ | class1=Eternal| | ||
+ | class1level=7| | ||
+ | class2=Oreadic Tradition| | ||
+ | class2level=7| | ||
+ | nocat=1 | ||
+ | }} | ||
+ | === Armor of Flame === | ||
+ | {{d20rSpell| | ||
+ | name=Armor of Flame| | ||
+ | desc=Eternal, Fire| | ||
+ | time=1 standard action| | ||
+ | range=Touch| | ||
+ | target=Creature touched| | ||
+ | area= | | ||
+ | effect= | | ||
+ | dur=1 minute/level| | ||
+ | save=Will negates (harmless)| | ||
+ | SR=Yes (harmless)| | ||
+ | rules=You encase the touched creature in a wreath of fire. This fire does not restrict the target's mobility, but does provide several benefits to the touched creature. | ||
+ | |||
+ | A creature wreathed in fire like this gains an armor bonus to Armor Class equal to 1/2 your Caster Level (round down, minimum +5), gains the Fire subtype, and gains a +2 bonus to perform combat maneuvers (such as disarm, bull-rush, or overrun). | ||
+ | |||
+ | Creatures who touch or attack the armored creature in melee must make a Reflex save or take 1d4 points of fire damage per three Caster Levels. A creature who grapples or is grappled by the armored creature is not allowed a save against this damage. | ||
+ | |||
+ | The armored creature also radiates an aura of unbearable heat: creatures within 10' at the start of the armored creature's turn must make a Fortitude save or be fatigued for one round. | ||
+ | |||
+ | During the spell's duration, the armored creature may perform an elemental smite once every five rounds. When making an attack, the armored creature adds her Charisma modifier (minimum +1) to her attack roll. If she hits, she deals additional fire damage equal to her Hero Value. If she misses, the attempt is wasted.| | ||
+ | eternal=This spell functions as above, but the spell's duration is one round per level.| | ||
+ | class1=Eternal| | ||
+ | class1level=6| | ||
+ | class2=Promethean| | ||
+ | class2level=6| | ||
+ | nocat=1 | ||
+ | }} | ||
+ | |||
+ | === Armor of Ice === | ||
+ | {{d20rSpell| | ||
+ | name=Armor of Ice| | ||
+ | desc=Cold, Eternal| | ||
+ | time=1 standard action| | ||
+ | range=Touch| | ||
+ | target=Creature touched| | ||
+ | area= | | ||
+ | effect= | | ||
+ | dur=1 minute/level| | ||
+ | save=Will negates (harmless)| | ||
+ | SR=Yes (harmless)| | ||
+ | rules=You encase the touched creature in a shell of ice. This ice does not restrict the target's mobility, but does provide several benefits to the touched creature. | ||
+ | |||
+ | A creature encased in ice like this gains an armor bonus to Armor Class equal to 1/2 your Caster Level (round down, minimum +5), gains the Cold subtype, and gains a +4 bonus to resist combat maneuvers (such as disarm, bull-rush, or overrun). In addition, the targeted creature gains an insight bonus on Fortitude saving throws equal to your primary spellcasting modifier. | ||
+ | |||
+ | Creatures who touch or attack the armored creature in melee must make a Reflex save or take 1d4 points of cold damage per three Caster Levels. A creature who grapples or is grappled by the armored creature is not allowed a save against this damage. | ||
+ | |||
+ | The armored creature also radiates an aura of stifling cold: creatures within 10' at the start of the armored creature's turn must make a Fortitude save or be ''silenced'', as the spell, for one round. | ||
+ | |||
+ | During the spell's duration, the armored creature may perform an elemental smite once every five rounds. When making an attack, the armored creature adds her Charisma modifier (minimum +1) to her attack roll. If she hits, she deals additional cold damage equal to her Hero Value. If she misses, the attempt is wasted.| | ||
+ | eternal=This spell functions as above, but the spell's duration is one round per level.| | ||
+ | class1=Eternal| | ||
+ | class1level=7| | ||
+ | class2=Jotunnskyn| | ||
+ | class2level=7| | ||
+ | nocat=1 | ||
+ | }} | ||
+ | |||
+ | === Armor of Lightning === | ||
+ | {{d20rSpell| | ||
+ | name=Armor of Lightning| | ||
+ | desc=Electricity, Eternal| | ||
+ | time=1 standard action| | ||
+ | range=Touch| | ||
+ | target=Creature touched| | ||
+ | area= | | ||
+ | effect= | | ||
+ | dur=1 minute/level| | ||
+ | save=Will negates (harmless)| | ||
+ | SR=Yes (harmless)| | ||
+ | rules=You sheathe the touched creature in a crackling ring of electricity. This electricity does not restrict the target's mobility, but does provide several benefits to the touched creature. | ||
+ | |||
+ | A creature wreathed in electricity like this gains an armor bonus to Armor Class equal to 1/2 your Caster Level (round down, minimum +5), gains the Electric subtype, and gains the evasion special ability (as a rogue). In addition, the targeted creature gains an insight bonus on Reflex saving throws equal to your primary spellcasting modifier. | ||
+ | |||
+ | Creatures who touch or attack the armored creature in melee must make a Reflex save or take 1d4 points of electrical damage per three Caster Levels. A creature who grapples or is grappled by the armored creature is not allowed a save against this damage. | ||
+ | |||
+ | The armored creature also radiates an aura of sparking electricity: creatures within 10' at the start of the armored creature's turn must make a Fortitude save or take a -2 penalty to Dexterity for one round. | ||
+ | |||
+ | During the spell's duration, the armored creature may perform an elemental smite once every five rounds. When making an attack, the armored creature adds her Charisma modifier (minimum +1) to her attack roll. If she hits, she deals additional electrical damage equal to her Hero Value. If she misses, the attempt is wasted.| | ||
+ | eternal=This spell functions as above, but the spell's duration is one round per level.| | ||
+ | class1=Eternal| | ||
+ | class1level=7| | ||
+ | class2=Raghnialt's Kiss| | ||
+ | class2level=7| | ||
+ | nocat=1 | ||
+ | }} | ||
+ | |||
+ | === Armor of Water === | ||
+ | {{d20rSpell| | ||
+ | name=Armor of Water| | ||
+ | desc=Acid, Eternal, Water| | ||
+ | time=1 standard action| | ||
+ | range=Touch| | ||
+ | target=Creature touched| | ||
+ | area= | | ||
+ | effect= | | ||
+ | dur=1 minute/level| | ||
+ | save=Will negates (harmless)| | ||
+ | SR=Yes (harmless)| | ||
+ | rules=You sheathe the touched creature in a bubble of water. This bubble does not restrict the target's mobility, but does provide several benefits to the touched creature. | ||
+ | |||
+ | A creature armored in water like this gains an armor bonus to Armor Class equal to 1/2 your Caster Level (round down, minimum +5), gains the Water and Amphibious subtypes, and gains a swim speed equal to her land speed. In addition, the targeted creature gains an insight bonus on Will saving throws equal to your primary spellcasting modifier. | ||
+ | |||
+ | Creatures who touch or attack the armored creature in melee must make a Reflex save or take 1d4 points of acid damage per three Caster Levels. A creature who grapples or is grappled by the armored creature is not allowed a save against this damage. | ||
+ | |||
+ | The armored creature also radiates an aura of swirling water: creatures within 10' at the start of the armored creature's turn must make a Reflex save or be knocked prone. | ||
+ | |||
+ | During the spell's duration, the armored creature may perform an elemental smite once every five rounds. When making an attack, the armored creature adds her Charisma modifier (minimum +1) to her attack roll. If she hits, she deals additional acid damage equal to her Hero Value. If she misses, the attempt is wasted.| | ||
+ | eternal=This spell functions as above, but the spell's duration is one round per level.| | ||
+ | class1=Eternal| | ||
+ | class1level=7| | ||
+ | class2=Ondinic Tradition| | ||
+ | class2level=7| | ||
+ | nocat=1 | ||
+ | }} | ||
+ | |||
+ | === Armor of Wind === | ||
+ | {{d20rSpell| | ||
+ | name=Armor of Wind| | ||
+ | desc=Air, Eternal| | ||
+ | time=1 standard action| | ||
+ | range=Touch| | ||
+ | target=Creature touched| | ||
+ | area= | | ||
+ | effect= | | ||
+ | dur=1 minute/level| | ||
+ | save=Will negates (harmless)| | ||
+ | SR=Yes (harmless)| | ||
+ | rules=You encase the touched creature in a swirling whirlwind. This whirlwind does not restrict the target's mobility, but does provide several benefits to the touched creature. | ||
+ | |||
+ | A creature sheathed in air like this gains an armor bonus to Armor Class equal to 1/2 your Caster Level (round down, minimum +5), gains the Air subtype, and gains a fly speed equal to her land speed, with good maneuverability. In addition, the targeted creature gains a deflection bonus to Armor Class against ranged attacks equal to your primary spellcasting modifier. | ||
+ | |||
+ | Creatures who touch or attack the armored creature in melee must make a Reflex save or take a -10' penalty to all modes of movement for one round. Multiple applications of this penalty do not stack. A creature who grapples or is grappled by the armored creature is not allowed a save against this effect. | ||
+ | |||
+ | The armored creature also radiates an aura of buffeting winds: creatures within 10' at the start of the armored creature's turn must make a Reflex save or be pushed away from the armored creature 5'. | ||
+ | |||
+ | During the spell's duration, the armored creature may perform an elemental smite once every five rounds. When making an attack, the armored creature adds her Charisma modifier (minimum +1) to her attack roll. If she hits, she deals additional sonic damage equal to her Hero Value. If she misses, the attempt is wasted.| | ||
+ | eternal=This spell functions as above, but the spell's duration is one round per level.| | ||
+ | class1=Eternal| | ||
+ | class1level=7| | ||
+ | class2=Sylphic Tradition| | ||
+ | class2level=7| | ||
+ | nocat=1 | ||
+ | }} | ||
+ | |||
=== Astral Projection=== | === Astral Projection=== | ||
=== Atonement=== | === Atonement=== |