D20r:Spells

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(Permafrost)
(Armor of Darkness)
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=== Arcane Sight, Greater===
=== Arcane Sight, Greater===
=== Arise===
=== Arise===
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=== Armor of Darkness===
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=== Armor of Darkness ===
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=== Armor of Earth ===
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{{d20rSpell|
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name=Armor of Earth
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desc=Earth, Eternal|
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time=1 standard action|
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range=Touch|
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target=Creature touched|
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area= |
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effect= |
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dur=1 minute/level|
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save=Will negates (harmless)|
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SR=Yes (harmless)|
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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.
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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.
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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.
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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.
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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.|
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eternal=This spell functions as above, but the spell's duration is one round per level.|
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class1=Eternal|
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class1level=7|
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class2=Oreadic Tradition|
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class2level=7|
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nocat=1
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}}
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=== Armor of Flame ===
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{{d20rSpell|
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name=Armor of Flame|
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desc=Eternal, Fire|
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time=1 standard action|
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range=Touch|
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target=Creature touched|
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area= |
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effect= |
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dur=1 minute/level|
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save=Will negates (harmless)|
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SR=Yes (harmless)|
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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.
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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).
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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.
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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.
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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.|
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eternal=This spell functions as above, but the spell's duration is one round per level.|
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class1=Eternal|
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class1level=6|
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class2=Promethean|
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class2level=6|
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nocat=1
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}}
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=== Armor of Ice ===
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{{d20rSpell|
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name=Armor of Ice|
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desc=Cold, Eternal|
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time=1 standard action|
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range=Touch|
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target=Creature touched|
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area= |
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effect= |
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dur=1 minute/level|
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save=Will negates (harmless)|
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SR=Yes (harmless)|
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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.
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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.
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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.
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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.
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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.|
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eternal=This spell functions as above, but the spell's duration is one round per level.|
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class1=Eternal|
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class1level=7|
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class2=Jotunnskyn|
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class2level=7|
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nocat=1
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}}
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=== Armor of Lightning ===
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{{d20rSpell|
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name=Armor of Lightning|
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desc=Electricity, Eternal|
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time=1 standard action|
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range=Touch|
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target=Creature touched|
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area= |
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effect= |
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dur=1 minute/level|
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save=Will negates (harmless)|
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SR=Yes (harmless)|
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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.
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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.
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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.
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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.
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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.|
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eternal=This spell functions as above, but the spell's duration is one round per level.|
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class1=Eternal|
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class1level=7|
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class2=Raghnialt's Kiss|
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class2level=7|
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nocat=1
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}}
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=== Armor of Water ===
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{{d20rSpell|
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name=Armor of Water|
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desc=Acid, Eternal, Water|
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time=1 standard action|
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range=Touch|
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target=Creature touched|
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area= |
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effect= |
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dur=1 minute/level|
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save=Will negates (harmless)|
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SR=Yes (harmless)|
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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.
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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.
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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.
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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.
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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.|
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eternal=This spell functions as above, but the spell's duration is one round per level.|
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class1=Eternal|
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class1level=7|
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class2=Ondinic Tradition|
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class2level=7|
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nocat=1
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}}
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=== Armor of Wind ===
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{{d20rSpell|
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name=Armor of Wind|
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desc=Air, Eternal|
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time=1 standard action|
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range=Touch|
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target=Creature touched|
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area= |
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effect= |
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dur=1 minute/level|
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save=Will negates (harmless)|
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SR=Yes (harmless)|
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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.
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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.
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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.
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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'.
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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.|
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eternal=This spell functions as above, but the spell's duration is one round per level.|
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class1=Eternal|
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class1level=7|
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class2=Sylphic Tradition|
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class2level=7|
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nocat=1
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}}
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=== Astral Projection===
=== Astral Projection===
=== Atonement===
=== Atonement===

Revision as of 02:06, 30 September 2013

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