D20r:Spells

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(impending thunderburst)
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   | flavor=
   | flavor=
   | rules=A magical arrow of acid springs from your hand and speeds to its target. You must succeed on a ranged touch attack to hit your target. The arrow deals 2d4 points of acid damage with no splash damage. For every three caster levels (to a maximum of 18th), the acid, unless somehow neutralized, lasts for another round, dealing another 2d4 points of damage in the following round.  
   | rules=A magical arrow of acid springs from your hand and speeds to its target. You must succeed on a ranged touch attack to hit your target. The arrow deals 2d4 points of acid damage with no splash damage. For every three caster levels (to a maximum of 18th), the acid, unless somehow neutralized, lasts for another round, dealing another 2d4 points of damage in the following round.  
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   | eternal=You fire an arrow as described above, except that it deals 2d4 acid damage, plus additional acid damage on the following round equal to one-third your caster level (round down, minimum 0).
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   | eternal=You fire an arrow as described above, except that it deals 2d4 acid damage, plus additional acid damage on the following round equal to one-third your caster level (round down, minimum 0). |
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nocat= 1
}}
}}
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   | flavor=
   | flavor=
   | rules=''Acid fog'' creates a billowing mass of misty vapors similar to that produced by a solid fog spell. In addition to slowing creatures down and obscuring sight, this spell's vapors are highly acidic. Each round on your turn, starting when you cast the spell, the fog deals 2d6 points of acid damage to each creature and object within it.  
   | rules=''Acid fog'' creates a billowing mass of misty vapors similar to that produced by a solid fog spell. In addition to slowing creatures down and obscuring sight, this spell's vapors are highly acidic. Each round on your turn, starting when you cast the spell, the fog deals 2d6 points of acid damage to each creature and object within it.  
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   | eternal=You breathe a 30' cone of acid, dealing 4d6 plus your caster level acid damage to all creatures within its area. Creatures damaged by the acid must make a Fortitude save or be ''slowed'' for one round.
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   | eternal=You breathe a 30' cone of acid, dealing 4d6 plus your caster level acid damage to all creatures within its area. Creatures damaged by the acid must make a Fortitude save or be ''slowed'' for one round. |
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nocat= 1
}}
}}
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   | flavor=
   | rules=''Aid'' grants the target a +1 morale bonus on attack rolls and saves against fear effects, plus temporary hit points equal to 1d8 + your caster level.  
   | rules=''Aid'' grants the target a +1 morale bonus on attack rolls and saves against fear effects, plus temporary hit points equal to 1d8 + your caster level.  
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nocat= 1
}}
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You can cast ''air walk'' on a specially trained mount so it can be ridden through the air. You can train a mount to move with the aid of ''air walk'' (counts as a trick; see Handle Animal skill) with one week of work and a DC 25 Handle Animal check.  
You can cast ''air walk'' on a specially trained mount so it can be ridden through the air. You can train a mount to move with the aid of ''air walk'' (counts as a trick; see Handle Animal skill) with one week of work and a DC 25 Handle Animal check.  
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   | eternal=
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   | eternal= |
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nocat= 1
}}
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A ward remains for one minute or until it is triggered. A Search check (against the spell's normal DC) reveals its presence, as do ''detect magic'' and similar abilities. A character who has located the ward can make a Disable Device check (against the spell's normal DC) to remove it: success indicates that the spell has been disarmed; failure indicates that the person attempting to remove the ward has triggered it and suffers full effects of the spell. ''Dispel magic'' or similar effects can remove a ward: they do not trigger it even on a failed check.
A ward remains for one minute or until it is triggered. A Search check (against the spell's normal DC) reveals its presence, as do ''detect magic'' and similar abilities. A character who has located the ward can make a Disable Device check (against the spell's normal DC) to remove it: success indicates that the spell has been disarmed; failure indicates that the person attempting to remove the ward has triggered it and suffers full effects of the spell. ''Dispel magic'' or similar effects can remove a ward: they do not trigger it even on a failed check.
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If you do not cast another spell before the end of your turn, this effect is wasted.
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If you do not cast another spell before the end of your turn, this effect is wasted. |
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nocat= 1
}}
}}
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   | flavor=
   | rules=''Align weapon'' makes a weapon good-, evil-, lawful-, or chaotic-aligned, as you choose. A weapon that is aligned can bypass the damage reduction of certain creatures. This spell has no effect on a weapon that already has an alignment.  
   | rules=''Align weapon'' makes a weapon good-, evil-, lawful-, or chaotic-aligned, as you choose. A weapon that is aligned can bypass the damage reduction of certain creatures. This spell has no effect on a weapon that already has an alignment.  
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   | eternal=
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   | eternal= |
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nocat= 1
}}
}}
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''Analyze dweomer'' does not function when used on an artifact.  
''Analyze dweomer'' does not function when used on an artifact.  
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   | eternal=
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   | eternal= |
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nocat= 1
}}
}}
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Multiple magical effects that increase size do not stack.  
Multiple magical effects that increase size do not stack.  
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   | eternal= |
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nocat= 1
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Alternatively, you may provide the messenger a single creature whose description you provide. The messenger gains a general sense of direction towards the creature and travels that way immediately. A creature under the effects of ''nondetection'', ''misdirection'', or similar obfuscating magic confuses the creature, and it instead heads in a random direction. If the messenger never meets a creature that fits the description you describe before the spell wears off, it returns to its normal life: however, should it meet the creature you describe, it actively tries to get the creature's attention and then provide it any item it carries.
Alternatively, you may provide the messenger a single creature whose description you provide. The messenger gains a general sense of direction towards the creature and travels that way immediately. A creature under the effects of ''nondetection'', ''misdirection'', or similar obfuscating magic confuses the creature, and it instead heads in a random direction. If the messenger never meets a creature that fits the description you describe before the spell wears off, it returns to its normal life: however, should it meet the creature you describe, it actively tries to get the creature's attention and then provide it any item it carries.
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   | eternal= |
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nocat= 1
}}
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   | flavor=
   | flavor=
   | rules=You transform up to one willing creature per caster level into an animal of your choice; the spell has no effect on unwilling creatures. Use the alternate form special ability to determine each target's new abilities. All creatures must take the same kind of animal form. Recipients remain in the animal form until the spell expires or until you dismiss it for all recipients. In addition, an individual subject may choose to resume its normal form as a full-round action; doing so ends the spell for that subject alone. The maximum HD of an assumed form is equal to the subject's HD or your caster level, whichever is lower, to a maximum of 20 HD at 20th level.  
   | rules=You transform up to one willing creature per caster level into an animal of your choice; the spell has no effect on unwilling creatures. Use the alternate form special ability to determine each target's new abilities. All creatures must take the same kind of animal form. Recipients remain in the animal form until the spell expires or until you dismiss it for all recipients. In addition, an individual subject may choose to resume its normal form as a full-round action; doing so ends the spell for that subject alone. The maximum HD of an assumed form is equal to the subject's HD or your caster level, whichever is lower, to a maximum of 20 HD at 20th level.  
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nocat= 1
}}
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''Zombies:'' A zombie can be created only from a mostly intact corpse. The corpse must be that of a creature with a true anatomy.  
''Zombies:'' A zombie can be created only from a mostly intact corpse. The corpse must be that of a creature with a true anatomy.  
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   | eternal=As a standard action, you may create a skeleton or zombie as described above. However, the creature only remains animated for one hour, and you may only animate one creature this way: animating another immediately causes the first to return to death.
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   | eternal=As a standard action, you may create a skeleton or zombie as described above. However, the creature only remains animated for one hour, and you may only animate one creature this way: animating another immediately causes the first to return to death. |
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nocat= 1
}}
}}
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''Entangle:'' Alternatively, you may imbue all plants within range with a degree of mobility, which allows them to entwine around creatures in the area. This usage of the spell duplicates the effect of an ''entangle'' spell except as noted here.
''Entangle:'' Alternatively, you may imbue all plants within range with a degree of mobility, which allows them to entwine around creatures in the area. This usage of the spell duplicates the effect of an ''entangle'' spell except as noted here.
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   | eternal= |
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nocat= 1
}}
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This spell may be used only defensively, not aggressively. Forcing an abjuration barrier against creatures that the spell keeps at bay collapses the barrier.  
This spell may be used only defensively, not aggressively. Forcing an abjuration barrier against creatures that the spell keeps at bay collapses the barrier.  
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   | eternal= |
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nocat= 1
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Should a creature be larger than the area enclosed by the barrier, any part of it that lies outside the barrier is unaffected by the field.
Should a creature be larger than the area enclosed by the barrier, any part of it that lies outside the barrier is unaffected by the field.
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   | eternal=As an immediate action, you may cast this spell to counter a spell as it is being cast. You must be aware of the spell being cast, and you must make a caster level check to counter the spell as normal.
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   | eternal=As an immediate action, you may cast this spell to counter a spell as it is being cast. You must be aware of the spell being cast, and you must make a caster level check to counter the spell as normal. |
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nocat= 1
}}
}}
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   | eternal=You cause an object or location to emanate magical vibrations that repel all creatures. An invisible field surrounds your selected target and stretches out in a 10' radius, creating a sphere. Creatures entering the sphere must make a Will save or become sickened while within the sphere's bounds.
   | eternal=You cause an object or location to emanate magical vibrations that repel all creatures. An invisible field surrounds your selected target and stretches out in a 10' radius, creating a sphere. Creatures entering the sphere must make a Will save or become sickened while within the sphere's bounds.
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A creature inside the sphere's area when you cast the spell is unaffected until it leaves and enters again. The sphere lasts for one round per caster level before dissipating.
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A creature inside the sphere's area when you cast the spell is unaffected until it leaves and enters again. The sphere lasts for one round per caster level before dissipating. |
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nocat= 1
}}
}}
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   | flavor=
   | flavor=
   | rules=This spell functions as ''antilife shell'', except it only hedges out creatures of the Plant type, and as otherwise noted here.
   | rules=This spell functions as ''antilife shell'', except it only hedges out creatures of the Plant type, and as otherwise noted here.
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   | eternal=
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   | eternal= |
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nocat= 1
}}
}}
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Optionally, you may specify a password, which if spoken aloud allows the speaker to bypass the ''arcane lock.''
Optionally, you may specify a password, which if spoken aloud allows the speaker to bypass the ''arcane lock.''
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   | eternal=A door, chest, or portal touched is locked and cannot be opened through any means (password, key, ''knock'', or virtue of being the spellcaster) for two rounds. However, this effect may still be dispelled as normal.
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   | eternal=A door, chest, or portal touched is locked and cannot be opened through any means (password, key, ''knock'', or virtue of being the spellcaster) for two rounds. However, this effect may still be dispelled as normal. |
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nocat= 1
}}
}}
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If you concentrate on a specific creature within 120 feet of you as a move action, you can determine whether it has any spellcasting or spell-like abilities, whether these are arcane or divine (spell-like abilities register as arcane), and the strength of the most powerful spell or spell-like ability the creature currently has available for use.  
If you concentrate on a specific creature within 120 feet of you as a move action, you can determine whether it has any spellcasting or spell-like abilities, whether these are arcane or divine (spell-like abilities register as arcane), and the strength of the most powerful spell or spell-like ability the creature currently has available for use.  
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   | eternal=This spell functions as described above, but its casting time is reduced to one swift action, and its duration reduced to one round per two levels.
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   | eternal=This spell functions as described above, but its casting time is reduced to one swift action, and its duration reduced to one round per two levels. |
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nocat= 1
}}
}}
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   | flavor=
   | flavor=
   | rules=This spell functions as ''arcane sight'' except as noted here, and you do not need to make skill checks or concentrate to obtain information: you receive the information for creatures you see within range automatically.
   | rules=This spell functions as ''arcane sight'' except as noted here, and you do not need to make skill checks or concentrate to obtain information: you receive the information for creatures you see within range automatically.
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   | eternal=
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   | eternal= |
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nocat= 1
}}
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Hit Points gained from this spell disappear at the end of this spell's duration: a dead creature animated in this way that has not received healing from an alternative source returns to death after the spell ends, and an unconscious or dying creature that has not received healing from an alternative source returns to their previous status.
Hit Points gained from this spell disappear at the end of this spell's duration: a dead creature animated in this way that has not received healing from an alternative source returns to death after the spell ends, and an unconscious or dying creature that has not received healing from an alternative source returns to their previous status.
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   | eternal= |
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nocat= 1
}}
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   | flavor=
   | flavor=
   | rules=This spell envelops the warded creature in a shroud of shadows. The shroud can, if the caster desires, conceal the wearer's features. In any case, it grants the recipient a +3 deflection bonus to Armor Class plus an additional +1 for every four caster levels (maximum bonus +8). The subject can see through the armor as if it did not exist and is also afforded darkvision with a range of 60 feet. Should the subject already have darkvision, they instead increase the range of that darkvision 30 feet. Finally, the subject gains a +2 bonus on saving throws against any spells or effects with the [Light] or [Radiant] descriptors.
   | rules=This spell envelops the warded creature in a shroud of shadows. The shroud can, if the caster desires, conceal the wearer's features. In any case, it grants the recipient a +3 deflection bonus to Armor Class plus an additional +1 for every four caster levels (maximum bonus +8). The subject can see through the armor as if it did not exist and is also afforded darkvision with a range of 60 feet. Should the subject already have darkvision, they instead increase the range of that darkvision 30 feet. Finally, the subject gains a +2 bonus on saving throws against any spells or effects with the [Light] or [Radiant] descriptors.
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   | eternal=
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   | eternal= |
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nocat= 1
}}
}}

Revision as of 15:38, 26 August 2014

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