D20r:Spells

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(A)
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==A==
==A==
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===absolute position===
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===Absolute Position===
{{d20rSpell|
{{d20rSpell|
name=Absolute Position|
name=Absolute Position|
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   | eternal =  
   | eternal =  
}}
}}
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===antivenin===
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===Antivenin===
{{d20rSpell|
{{d20rSpell|
name=Antivenin|
name=Antivenin|
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===arise===
===arise===
===armor of darkness===
===armor of darkness===
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===armor of earth===
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===Armor of Earth===
{{d20rSpell|
{{d20rSpell|
name=Armor of Earth|
name=Armor of Earth|
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nocat=1
nocat=1
}}
}}
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===armor of electricity===
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{{d20rSpell|
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===Armor of Flame===.
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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 flame===.
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{{d20rSpell|
{{d20rSpell|
name=Armor of Flame|
name=Armor of Flame|
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nocat=1
nocat=1
}}
}}
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===armor of ice===
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===Armor of Ice===
{{d20rSpell|
{{d20rSpell|
name=Armor of Ice|
name=Armor of Ice|
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nocat=1
nocat=1
}}
}}
-
===armor of water===
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===Armor of Lightning===
 +
{{d20rSpell|
 +
name=Armor of Lightning|
 +
desc=Electricity, Eternal|
 +
time=1 standard action|
 +
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.
 +
 +
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.
 +
 +
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.|
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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===
{{d20rSpell|
{{d20rSpell|
name=Armor of Water|
name=Armor of Water|
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nocat=1
nocat=1
}}
}}
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===armor of wind===
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===Armor of Wind===
{{d20rSpell|
{{d20rSpell|
name=Armor of Wind|
name=Armor of Wind|

Revision as of 00:34, 23 October 2013

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