D20r:Spells
From Fax Encyclopedicus
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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=== |
{{d20rSpell| | {{d20rSpell| | ||
name=Antivenin| | name=Antivenin| | ||
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===arise=== | ===arise=== | ||
===armor of darkness=== | ===armor of darkness=== | ||
- | === | + | ===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 Flame===. | |
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{{d20rSpell| | {{d20rSpell| | ||
name=Armor of Flame| | name=Armor of Flame| | ||
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nocat=1 | nocat=1 | ||
}} | }} | ||
- | === | + | ===Armor of Ice=== |
{{d20rSpell| | {{d20rSpell| | ||
name=Armor of Ice| | name=Armor of Ice| | ||
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nocat=1 | nocat=1 | ||
}} | }} | ||
- | ===armor of | + | ===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| | {{d20rSpell| | ||
name=Armor of Water| | name=Armor of Water| | ||
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nocat=1 | nocat=1 | ||
}} | }} | ||
- | === | + | ===Armor of Wind=== |
{{d20rSpell| | {{d20rSpell| | ||
name=Armor of Wind| | name=Armor of Wind| |