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==A== ===Arise=== {{d20r}} Necromancy<br> '''Level:''' Paladin 3, Cleric 5<br> '''Components:''' V, S, M, XP<br> '''Casting Time:''' 1 standard action<br> '''Range:''' Touch<br> '''Target:''' Touched creature with less than 0 HP<br> '''Duration:''' 1 min/level<br> '''Saving Throw:''' None<br> '''Spell Resistance:''' No The creature touched by the spellcaster immediately regains consciousness, stabilizes, and gains hit points equal to 1/2 their total maximum. These hit points disappear at the end of the duration, and the creature (regardless of their current status) returns to the same level of hit points they had prior to the casting of the spell. Material component: Diamond dust worth 1000 gp XP cost: 750 xp ==B== ===Ballant's Stonesplit=== Evocation [Force]<br> '''Level:''' Sorceror/Wizard 6<br> '''Components:''' V, S, M<br> '''Casting Time:''' 1 standard action<br> '''Range:''' Touch<br> '''Target:''' Object touched<br> '''Area of Effect:''' One 10' cube/level<br> '''Duration:''' Instantaneous<br> '''Saving Throw:''' None or Fortitude half; see text<br> '''Spell Resistance:''' Yes The wizard who casts this spell cleaves the next stone object he or she touches, the force extending from his fingertips manifesting in a spray of light and a thich, winding crack that appears in the stone with considerable force. The crack reduces an amount of stone to rubble equal to the spell's area of effect, but it does nothing to clear the rubble away. There is a 3 point initiative delay between the wizard's touch and and the full extent of teh spell's damage, which is usually enough time for a mobile caster to escabe being crushed by his own spell. A successful ''dispel magic'' during this interval period negates ''Ballant's stonesplit''. If this spell is cast on a stone floor, a fissure opens and the rubble settles qickly, dropping the floor 1d4 feet and causing 1d4 points of damage to all in the area of effect. The devastating effect of this spell when cast on a stone ceiling is limited both by its range and by its 3 point delays. ''Ballant's stonesplit'' causes great damage to stone-composed creatures--1d8 points of damage per caster level, halved on a successful Fortitude save. Magical items composed of stone are allowed a Fortitude save to avoid destruction. ''Material component:'' a diamond-tipped chisel worth at least 1000 gp. ===Beltyn's Burning Blood=== Necromancy<br> '''Level:''' Sorceror/Wizard 4<br> '''Components:''' V, S, M<br> '''Casting Time:''' 1 standard action<br> '''Range:''' Close (25' + 5'/level)<br> '''Target:''' One creature<br> '''Duration:''' 1 round/2 levels<br> '''Saving Throw:''' Fortitude partial; see text<br> '''Spell Resistance:''' No By means of this spell, the caster can cause any creature who is presently bearing open, bleeding wounds (such as one who has been damaged by edged weapons recently and whose wounds have not yet been dressed or healed) to suffer 3d4 points of additional acid damage per round, +1 per three caster levels (maximum +5), by causing a subtle, temporary change in the victim's blood, causing it to be corrosive to adjacent tissue. Obviously, the creature must have blood to be affected (elementals, undead, constructs, and most outsiders are immune to this spell's effects, in that case). The target receives a Fortitude saving throw each round to avoid its effects, and the spell causes no damage if the target's saving throw is successful. In any round in which the target successfully saves, no damage is inflicted by the spell, but this result has no influence on the saving throws of any remaining rounds. The caster does not need to concentrate to maintain the spell. ''Material component:'' a pinch of saltpeter. ===Block Advancement=== Enchantment (Charm) [Mind-Affecting]<br> '''Level:''' Sorceror/Wizard 8<br> '''Components:''' V, S, F<br> '''Casting Time:''' 1 minute<br> '''Range:''' Touch<br> '''Target:''' Creature touched<br> '''Duration:''' Permanent until dispelled<br> '''Saving Throw:''' Will negates<br> '''Spell Resistance:''' Yes When a ''block advancement'' spell is successfully cast upon an individual, the character is instantly stripped of the ability to advance in levels of spellcasting ability until the recipient successfully survives the ordeal induced by a ''conquer self'' spell. This spell will only affect a spellcaster of no less than 5th level and no greater than 15th, and of an alignment identical to the caster. ''Block advancement'' cannot be removed otherwise except through a ''wish'' spell. The recipient of the spell is allowed a Will save, and the spell does not come into effect if the saving throw is successful because the spell was designed to stop the advancement of any spellcaster deemed not worthy of power until such time as he proved himself. The original researcher of the spell assumed that the recipient would be willing to receive the spell. However, if the spell is applied to an unwilling subject and the target successfully saves, the csater takes damage equal to twice the number of levels possessed by the caster but is otherwise unaffected. Once ''block advancement'' comes into effect, the recipient cannot learn any new spells (though spellcasters with spellbooks can still transcribe spells from scrolls), nor can any spells be cast of a level above the highest level that the wizard was able to use before being blocked. He or she may, however, gain more spells of the levels currently held. Thus, if cast upon a 5th level wizard, ''block advancement'' would prohibit the wizard from casting 4th level spells until the spell was removed--but would not prevent the attainment of additional 3rd-level spells. A ''block advancement'' spell does not prevent the target from gaining experience or levels while it remains in effect. Advancement in level occurs as it normally would. Thus, the net effect of the spell is only to limit a spellcaster to the current level of spellcasting ability. Once the spell is removed, the recipient immediately gains al lof the normal spellcasting abilities appropriate to his or her level. ''Focus:'' a small jade statue of the recipient of the spell, upon which a ''feeblemind'' spell has been cast prior to the casting of ''block advancement''. ===Burnout=== Abjuration/Evocation [Fire]<br> '''Level:''' Sorceror/Wizard 4<br> '''Components:''' V, S<br> '''Casting Time:''' 1 immediate action<br> '''Range:''' Close (25' + 5'/2 levels)<br> '''Target:''' 1 opposing spellcaster<br> '''Duration:''' Instantaneous<br> '''Saving Throw:''' See text<br> '''Spell Resistance:''' No This spell interrupts an opponent who is in the process of casting a spell. The target must make a Concentration check at DC 20 + caster level + spell level or lose the spell. If they fail the check, they also take 1d4 points of fire damage per level of the spell lost, and 1d4 points of nonlethal damage per each of their caster levels. ==C== ===Censure=== Abjuration<br> '''Level:''' Cleric 4<br> '''Components:''' V, S, DF<br> '''Casting Time:''' 1 standard action<br> '''Range:''' Touch<br> '''Target:''' Creature touched<br> '''Duration:''' Permanent<br> '''Saving Throw:''' Will negates<br> '''Spell Resistance:''' Yes To enact this spell, the priest must touch a target creature with his or holy symbol. If a successful melee touch attack indicates that the priest has done so, the priest, by word and gesture, "casts out" the target of the spell. The target creature is allowed a Will save, and if it fails, the creature is marked by the spell. The mark is visible only to the casting cleric and those of the same faith. Other priests of the same alignment who worship other deities instinctively react with fear, hatred, and aversion to a ''censured'' creature, and do neither trust nor willingly aid it. Those faithful to the same deity able to see the mark refuse to aid or even approach the creature, and ignore it if it attempts to deal with them, or drive it away if it tries to enter a building, home, or even a territory controlled by one who can see the mark. The mark is invisible to the one bearing it, who may not even know of its existence if it was bestowed in a battle or while the victim was asleep or unconscious, and shines clearly through clothing or disguises. Worshippers can thus readily spy upon and follow those marked as enemies, even in crowds or busy city streets. It will be revealed to others by ''detect magic'', and can be removed by ''break enchantment''. Clerics are warned that misuse of such a spell brings about divine misfavor. ===Channeled Defensive Aura=== Conjuration (Creation) [Force]<br> '''Level:''' Cleric 2, Duskblade 3, Paladin 2, Sorceror/Wizard 2<br> '''Components:''' V, F<br> '''Casting Time:''' See text<br> '''Range:''' Personal or touch (see text)<br> '''Target:''' You or touched creature (see text)<br> '''Duration:''' See text<br> '''Saving Throw:''' None; harmless<br> '''Spell Resistance:''' No ''You focus for a moment and utter a word, and a shield of force surrounds you and your allies. As you maintain your concentration, the spell grows stronger.'' This spell improves your defenses, whether personally or for your allies. The magnitude of your defenses depends on the amount of time you spend casting the spell. If you cast this spell as a swift action, this spell can only affect you. You gain a +2 armor bonus to AC for 1 round for every two caster levels. If you cast this spell as a standard action, this spell can affect any touched creature. The touched creature and any allies it has within 5 feet gain a +3 armor bonus to AC for 1 round per caster level. If you cast this spell as a full-round action, this spell can affect any touched creature. The touched creature and any allies it has within 15 feet gain a +4 armor bonus to AC for 1 round per caster level. If you take two rounds casting this spell, this spell can affect any touched creaure. The touched creature and any allies is has within 25 feet gain a +5 armor bonus to AC for 1 round per caster level. The spell's duration does not begin until you finish casting the spell. Yo udo not need to declare ahead of time how long you want to spend casting the spell. When you begin casting this spell, you decide that you are finished casting after the appropriate time has passed. ''Focus:'' A piece of cured leather. ===Channeled Enervating Burst=== Necromancy<br> '''Level:''' Sorceror/Wizard 5<br> '''Components:''' V, S<br> '''Casting Time:''' See text<br> '''Range:''' See text<br> '''Target:''' Area: Burst; see text<br> '''Duration:''' 1 round/level<br> '''Saving Throw:''' None<br> '''Spell Resistance:''' Yes ''You mumble dark words and move your hands in a hypnotic pattern. A burst of negative energy emenates from you, weakening all it touches.'' This spell weakens all creatures caught within it's burst radius. When you cast this spell, you channel energy into it. You can choose how long to spend casting this spell. If you cast this spell as a swift action, it has a range of youch, and your touch attack causes a single touched creature to take a penalty to Strength equal to 1d4 points, plus one point per four caster levels (maximum +5). If you cast this spell as a standard action, it has a burst radius centered on you of 10', and all creatures in the area besides you take a penalty to Strength equal to 1d4 points, plus one point per three caster levels (maximum +5). If you cast this spell as a full-round action, it has a burst radius centered on you of 20', and all creatures in the area besides you take a penalty to Strength equal to 1d6 points, plus one point per two caster levels (maximum +5). If you take two rounds to cast this spell, it has a burst radius centered on you of 30', and all creatures in the area besides you take a penalty to Strength equal to 1d8 points, plus one point per caster level (maximum +10). The spell's duration does not begin until you finish casting the spell. You do not need to declare ahead of time how long you want to spend casting the spell. When you begin casting this spell, you decide that you are finished casting after the appropriate time has passed. ===Channeled Fireburst=== Conjuration (Creation) [Fire]<br> '''Level:''' Fire 4, Druid 4, Sorceror/Wizard 4<br> '''Components:''' V, S<br> '''Casting Time:''' See text<br> '''Range:''' See text<br> '''Area:''' Burst; see text<br> '''Duration:''' Instantaneous<br> '''Saving Throw:''' Reflex half<br> '''Spell Resistance:''' Yes ''You focus for a moment and utter a word, and a ball of fire begins gathering over your head. The longer you concentrate, the larger the fireball gets. Finally, you mentally let go, and the fireball explodes outwards, wreathing you in fire.'' This spell creates a burst of fire that surrounds you and explodes outwards. The magnitude of the burst depends on the amount of time you spend casting the spell. If you cast this spell as a swift action, it deals 1d4 fire damage per caster level (maximum 3d4) to all creatures within 5' of you, excluding yourself. A successful Reflex save reduces this damage to half. If you cast this spell as a standard action, it deals 1d6 fire damage per caster level (maximum 5d6) to all creatures within 10' of you, excluding yourself. A successful Reflex save reduces this damage to half. If you cast this spell as a full-round action, it deals 1d6 fire damage per caster level (maximum 10d6) to all creatures within 15' of you, excluding yourself. A successful Reflex save reduces this damage to half. If you spend two rounds casting this spell, it deals 1d8 fire damage per caster level (maximum 15d8) to all creatures within 25' of you, excluding yourself. A successful Reflex save reduces this damage to half. You do not need to declare ahead of time how long you want to spend casting the spell. When you begin casting this spel, you decide that you are finished casting after the appropriate time has passed. ===Conquer Self=== Abjuration<br> '''Level:''' Sorceror/Wizard 9<br> '''Components:''' V, S, M<br> '''Casting Time:''' 1 minute<br> '''Range:''' Touch<br> '''Target:''' One creature under the effects of a ''block advancement'' spell<br> '''Duration:''' 6 hours<br> '''Saving Throw:''' See text<br> '''Spell Resistance:''' No Upon the commpletion of this spell, the recipient of a ''block advancement'' spell begins a great personal ordeal which either results in death or in the removal of the ''block advancement'' spell and the gaining of an experience-point bonus--if the target is deemed worthy of the ''conquer self'' spell. The spell is useless for any other purpose. Once cast, the recipient undergoes a six hour ordeal during which he is rendered helpless by wrenching pains and powerful hallucinatory visions--hence the recipient is usually placed in a special area where he is nrelatively save from attack. The outcome of the ordeal is dependent upon the actions of the recipient sine he received the ''block advancement'' spell. Although the recipient is automatically affected by this spell if he meets the previous requirements, the final outcome of the spell is dependent upon a successful Will saving throw. This svaing throw roll is modified by several conditions, most of which are dependent on the acitons and performance of the recipient. No form of magic affects this saving throw, and all other saving throw modifiers from which the target would normally benefit--besides the bonuses gained from a high ability score and from class levels--are ineffective. The modifiers apply only from the time of the application of the ''block advancement'' spell. They are as follows: {|border=1px !Condition !!Modifier |- |Per 100,000 XP gained || +1 |- |Perfect alignment performance || +3 |- |Average alignment performance || +1 |- |Poor alignment performance || -1 |- |Every successful major quest performed || +4 |- |Each point of Intelligence<br>or Charisma above 12 || +1 |- |Evaluation of recipient by caster<br>of ''conquer self'' spell based<br>on ability, ambition, heroism, etc. || -3 to +3 |} If the recipient's save fails, he dies. If the recipient's save is successful, the effects end after 6 hours. At this time, spellcasting abilities appropriate to the present level are regained and a 10% experience point bonus awarded for all experience earned since ''block advancement'' was cast upon the character. ''Material component:'' the jade statue used in the ''block advancement'' spell, which shatters at the end of the 6 hours. ===Cut=== Transmutation<br> '''Level:''' Sorceror/Wizard 0<br> '''Components:''' V, S<br> '''Casting Time:''' 1 swift action<br> '''Range:''' Close (25' + 5'/level)<br> '''Target:''' 1 object, not thicker than 1 inch/level<br> '''Duration:''' Instantaneous<br> '''Saving Throw:''' Fortitude negates<br> '''Spell Resistance:''' No By means of this spell, thin objects such as rope, cord, delicate chain, wire, cloth, wax candles, sausages, and the like, up to 1 inch thick per caster level, can be instantly severed. The caster must b eable to see the object to be cut, and it must be within close range. The verbal component is a soft "snick" sound, and the somatic component is a scissoring motion made with two adjoining fingers. Magical (even temporarily ensorcelled) objects and living beings are unaffected by this spell. ==D== ===Discern=== Divination<br> '''Level:''' Sorceror/Wizard 7<br> '''Components:''' V, S, M<br> '''Casting Time:''' 1 minute<br> '''Range:''' Touch<br> '''Target:''' Creature touched<br> '''Duration:''' 24 hours<br> '''Saving Throw:''' Will negates (harmless)<br> '''Spell Resistance:''' Yes (harmless) A wizard who casts a ''discern'' spell is provided (or provides another) with the ability to determine if a person has the potential to become a powerful spellcaster. Once cast, the ''discern'' spell lasts for 24 hours and functions without concentration on the part of the caster. ''Discern'' is used primarily as a recruiting device for various magical orders and schools of every sort of alignment and ethic. Once cast, ''discern'' confers upon the recipient the ability to magically determine if a person has the potential to become a powerful spellcaster simply by being within 10 feet of that person and interacting win a normal fashion with the candidate for two rounds. The recipient of the spell perceives tes potenital for using magic by a canddate as a dim aura surrounding the subject. The aura is invisible by any other means, including ''true seeing'' and similar spells, and is so dim that it cannot be perceived in direct sunlight or other bright light. The aura is of constant strength, regardless of the potential of the candidate. For game purposes, any character canned by this spell registers favorably if he has an Intelligence (for wizardry) or Charisma (for sorcery) of at least 16 and score of 10 or better in all other characteristics. A variation of this spell may exist that is more selective and detects only those who have the potential to become great specialist wizards. Even if a positive result is obtained, the spell in no way guarantees that the person wil become a great spellcaster (or even a spellcsater at all); it simply indicates ability based on ability scores, aptitude, and the will to achieve. ''Material component:'' a ''gem of seeing''. ===Dreadvenom=== Conjuration (Creation)<br> '''Level:''' Assassin 4<br> '''Components:''' M<br> '''Casting Time:''' Concentration<br> '''Range:''' Touch<br> '''Target:''' Weapon touched<br> '''Duration:''' Concentration + 1 round/level or until discharged<br> '''Saving Throw:''' None<br> '''Spell Resistance:''' No Your chosen weapon is imbued with a potent, magical venom. This is an injury poison that deals a primary and secondary damage of 1d6 Constitution damage, plus one point of Constitution damage per point of Intelligence modifer you possess. Further, your DC for your Death Attack ability, should you possess it, increases by 1 for each three caster levels you possess. This spell can be cast while studying a target (such as for the purposes of Death Attack) without interference. This spell discharges on a successful hit. ''Material component:'' a vial of poison worth at least 500 gp that is applied to the weapon during the casting of the spell. ==E== ===Elemental Cascade=== Evocation [Fire, Cold, Sonic, Electricity, Acid]<br> '''Level:''' Sorceror/Wizard 2 (Spell level varies; see text)<br> '''Components:''' V, S, M<br> '''Casting Time:''' 1 full-round action<br> '''Range:''' Varies; see text<br> '''Target:''' Varies; see text<br> '''Duration:''' Instantaneous<br> '''Saving Throw:''' Reflex half<br> '''Spell Resistance:''' Yes This spell has varying effects depending on what level slot it is prepared in (if you prepare spells), or what level it is cast from (if you cast spells spontaneously). Spell level increases due to metamagic do not count towards determining the effects of this spell beyond their normal effects. If this spell is second level, it has a range of touch and deals two points of damage of each of the following elemental types to the target: fire, cold, sonic, electricity, and acid. Since this version of the spell requires an attack roll, a Reflex save is not applicable. If this spell is third level, it has a range thirty feet and is cast as a ray, which requires a ranged touch attack to succeed. If it strikes, it deals 1d4 points of each of the following elemental types to the target: fire, cold, sonic, electricity, and acid. Since this verison of the spell requires an attack roll, a Reflex save is not applicable. If this spell is fifth level, it creates a 30' cone, striking all creatures within the cone for 1d4 points per two caster levels (5d4 maximum) of each of the following elemental types: fire, cold, sonic, electricity, and acid. If this spell is seventh level, it creates a 45' cone, striking all creatures within the cone for 1d4 points per caster level (8d4 maximum) of each of the following elemental types: fire, cold, sonic, electricity, and acid. If this spell is eighth level, it creates one 10' cube per three caster levels. These cubes do not need to be touching, needing only to be within one hundred feet of the caster. Any creature starting their turn inside a cube immediately takes 1d4 points per caster level (10d4 maximum) of each of the following elemental types: fire, cold, sonic, electricity, and acid. The duration on this spell, instead of being instantaneous, becomes 1 round/caster level. ''Material component:'' a star ruby worth at least 500 gp. ==F== ==G== ==H== ===Hold Vapor=== Abjuration<br> '''Level:''' Sorceror/Wizard 5<br> '''Components:''' V, S, M<br> '''Casting Time:''' 1 standard action<br> '''Range:''' Close (25' + 5'/level)<br> '''Target:''' 20' radius globe + 5'/level<br> '''Duration:''' See text<br> '''Saving Throw:''' See text<br> '''Spell Resistance:''' Yes This spell allows a wizard to halt or prevent the movement of any visible clouds or vapor in a given area distinct from the air around, such as a gaseous weapon, a creature in ''gaseous form, pyrotechnics, cloudkill,'' or ''incendiary cloud''. Such enforce immobility may be continued for as long as the caster continues to concentrate on holding the vapor. If such a hold is ever lost, it can never be regained except by use of another spell; the hold is broken and magic expires. The hold prevents gas clouds from altering shape, breaking up, or moving about in any way. Oxygen may pass freely through and about such vapor, dissipating it if its formative magic expires, and allowing (for example) a flammable vapor to burn or explode if it is held by ''hold vapor'' and attacked with fire. The hold is absolute, even in the face of natural gales or magical gusts of wind. If the ''gaseous form'' is that of an intelligent creature who is normally in control of personal movement, such as a vampire in gaseous form, the affected cretaure receives a Will saving throw to break the effect each round. If such a saving throw is successful, the spell ends immediately, and the creature is free to move. Until the spell is so broken, a creature in gaseous form cannot move, nor can it change to a nongaseous form even if it normally has the ability to do so. Note that spectral, ethereal, and insubstantial forms that are not gaseous cannot be affected by this spell. This spell cannot be used to push or direct a vapor, or control it in any way, but only to halt and hold it. ''Material component:'' a balloon or bladder. ==I== ===Impending Thunderburst=== [Curse, Electricity] <br>'''Level:''' Storm 8, Weather 8 <br>'''Components:''' V, S, M <br>'''Casting Time:''' 1 standard action <br>'''Range:''' Close (25' + 5'/2 levels) <br>'''Target:''' One creature <br>'''Duration:''' Permanent until activated <br>'''Saving Throw:''' Reflex partial and Will negates; see text <br>'''Spell Resistance:''' Yes This spell brings into being a small storm cloud invisible to all but the caster and those employing ''detect magic''. This cloud appears in the air directly above the target creature. The cloud has no physical existence, and cannot be attacked, magically repulsed, dispelled, or left behind by teleportation or travel to other planes. It will strike (upon the target creature only, regardless of physical or magical barriers) upon the fulfillment of a single condition set verbally during casting of the spell, doing 1d10 points of electrical damage per caster level (with a Reflex save for half damage). A gigantic bolt of lightning blasts downwards, electrocuting the target and causing them severe, wracking pain--victims of this spell often fall, writhing, to the ground. This pain, should the target survive, causes the target to fall prone and also requires the creature to make a Will save or be stunned for 1d4 rounds. Typical conditions include the target creature uttering a certain name or word, commencing spellcasting, drawing a weapon, or going to sleep. The condition cannot be tied to a specific time or location, and in some cases many years have passed between the casting of a thunderburst and its strike. A ''wish'' or similar powerful magic can destroy the stormcloud--unless, of course, the casting of such a magic is the condition which will cause the thunderburst to strike. ==J== ==K== ==L== ==M== ===Mark of Fury=== Transmutation [Evil]<br> '''Level:''' Cleric 3, Druid 4<br> '''Components:''' V, S, DF<br> '''Casting Time:''' 1 minute<br> '''Range:''' Touch<br> '''Target:''' Creature touched<br> '''Duration:''' Permanent<br> '''Saving Throw:''' Will partial; see text<br> '''Spell Resistance:''' Yes By scribing a sigil on the target and imbuing it with magical energy, the spellcaster can force the target into performing actions in line with his alignment. When the mark is upon the target, any actions that do not coincide with the alignment of the caster automatically cause the target to fly into a wild fury. The target gains +4 to Strength and Constitution, gains a +2 bonus to Will saves, and takes a -2 penalty to AC. This fury lasts for a number of rounds equal to the spellcaster's Charisma modifier plus the target's improved Constitution modifier. At the end of this duration, the target becomes exhausted. Each round the target is under the fury, it receives a Will save. A successful save will stave off the effects of the fury for one round, but causes the target to instead be sickened for one round. ==N== ==O== ==P== ===Paradigm Strike=== Illusion/Divination<br> '''Level:''' Assassin 3<br> '''Components:''' V, S<br> '''Casting Time:''' 1 standard action<br> '''Range:''' Personal<br> '''Target:''' You<br> '''Duration:''' 1 round/level or until discharged<br> '''Saving Throw:''' None (Harmless)<br> '''Spell Resistance:''' No (Harmless) The color from your body drains from you and coats your weapon in fluorescence and rendering you ''invisible'' (as the spell). When you strike you foe, your attack seeks your opponent's vitals, and the colors pour into the wound. The next melee attack you hit with deals Sneak Attack damage in addition to its regular damage, unless the creature is immune to extra damage from critical hits. In addition, the colors drained from your body suffuse through your opponent, affecting them in one of the following ways: {|border=1px !Roll !!Effect |- |1 || Blinded |- |2 || Deafened |- |3 || Silenced |- |4 || ''Slowed'' (as the spell) |- |5 || Frightened |- |6 || Roll twice more, rerolling further rolls of 6 |} Any of these effects last for one round per two caster levels. ===Pilot Arrow=== Divination/Transmutation (Scrying)<br> '''Level:''' Cleric 2, Paladin 2, Ranger 2, Sorceror/Wizard 2, War 2<br> '''Components:''' V, S, DF<br> '''Casting Time:''' 1 standard action<br> '''Range:''' Touch<br> '''Target:''' Arrow touched<br> '''Duration:''' 1 min/level<br> '''Saving Throw:''' Will negates (harmless, object)<br> '''Spell Resistance:''' Yes (harmless, object) The arrow you touch gains a +1 enchancement bonus on attack and damage rolls. In addition, after you fire it, you may choose to pilot the arrow by performing a DC 15 Concentration check. If you do, you may resolve the attack as a touch attack. Firing and piloting an arrow requires a standard action, so you cannot perform a full-attack action during a round in which you pilot an arrow. ===Predict Weather=== Divination<br> '''Level:''' Air 1, Druid 1, Ranger 1, Water 1<br> '''Components:''' V, S, DF<br> '''Casting Time:''' 1 minute<br> '''Range:''' 50 mile radius<br> '''Area:''' Circular emanation<br> '''Duration:''' Instantaneous<br> '''Saving Throw:''' None (Harmless)<br> '''Spell Resistance:''' No (Harmless) With a casting of this spell, you immediately gain the knowledge of the natural course of weather within 50 miles over the next twenty-four hours. ==Q== ==R== ===Ray of Displacement=== Conjuration (Teleportation)<br> '''Level:''' Sorceror/Wizard 4<br> '''Components:''' V, S<br> '''Casting Time:''' 1 standard action<br> '''Range:''' Close (25' + 5'/level)<br> '''Effect:''' Ray<br> '''Duration:''' Instantaneous<br> '''Saving Throw:''' None<br> '''Spell Resistance:''' Yes On successfully striking an opponent, a ray of displacement moves a target between 5' and 50' in a random direction. Roll a d10 to determine distance and roll on the miss chart for grenadelike weapons to determine direction. This spell only moves targets horizontally; it cannot move them vertically. Furthermore, if the target of the spell would end up inside of an object due to this spell, it is shunted towards the nearest open space, taking 1d6 points of bludgeoning damage for each 5'. ===Reconstruction=== Illusion/Transmutation (Phantasm) [Force]<br> '''Level:''' Cleric 5, Sorceror/Wizard 6<br> '''Components:''' V, S, M<br> '''Casting Time:''' 1 round<br> '''Range:''' Touch<br> '''Target:''' One broken item<br> '''Duration:''' 1 round/level<br> '''Saving Throw:''' Will negates (Harmless)<br> '''Spell Resistance:''' Yes (Harmless) By means of this spell, the caster temporarily restores a broken item, even if it is badly shattered and portions are missing. The object is restored to its appearance before being broken--even to smell, weight, solidity, sound when struck, and texture, and appears whole and unbroken to normal scrutiny. ''Detect magic'' shows the spell's dweomer, and ''true seeing'' reveals the illusion for what it is, but the item can be touched and used normally, without dispelling the illusion, and with results as though the item were whole. Thus, the hilt of a ruested longsword found in a tomb could be temporarily transformed into a brand-new longsword, doing the same damage in battle as the original did. Magical weapons can be temporarily mended by this spell, and due to the spell, will be magical for damage reduction purposes, but do not regain any bonuses or special properties. If a reconstructed item is subjected to prolonged heat and impacts, however (such as a blade being reforged), or if a ''permanency'' or ''magic weapon'' spell is cast on one, the magic ends and the item reverts instantly to its real, damaged form. a ''reconstructed'' item does not rever to its true for if its illusion is merely revealed, and it cannot be "disbelieved out of existence by an onlooker. Living things (including constructs) cannot be affected by a ''reconstruction'' spell, nor can unbroken items be altered to the prior forms of their component materials; thus, a stone statue cannot be made ot look like the boulder or the mountain from which it was carved. The caster need not know hte original appearance of the whole item to duplicate it. Regardless of the amount of actual material remaining, the caster can reconstruct 10 cubic feet plus 1 cubic foot of the actual item per level (although the ''reconstructed'' whole may be far larger and wil lstill appear in its entirety). The material components of this spell are the item to be reconstructed, a pinch of fine sand, and a pinch of sticky sap or gum. ===Rutaus' Blazing Salvo=== Conjuration/Evocation (Creation) [Fire]<br> '''Level:''' Bard 6, Sorceror/Wizard 6<br> '''Components:''' V, S, M<br> '''Casting Time:''' 1 standard action<br> '''Range:''' Medium (100 ft. + 10 ft./level)<br> '''Target:''' 1 creature/level<br> '''Duration:''' Instantaneous<br> '''Saving Throw:''' Reflex negates<br> '''Spell Resistance:''' Partial; see text ''You gesture and yell a primal scream. A number of small firebolts shoot in all directions, striking a number of your opponents.'' You shoot a number of small flaming rocks (akin to tiny meteors) in all directions. You summon a number of projectiles equal to your caster level and shoot them in all directions. Each one can target one creature. These flaming rocks deal 1d4 fire damage per level (maximum 15d4) in addition to 1d6 bludgeoning damage. A successful Reflex saving throw negates all the damage. If you fail to overcome the target's spell resistance, it still deals the bludgeoning damage. ''Material component:'' A pinch of saltpeter. ===Rutaus' Solitaire=== Conjuration/Evocation (Creation) [Fire]<br> '''Level:''' Bard 4, Sorceror/Wizard 4<br> '''Components:''' V, S, M<br> '''Casting Time:''' 1 standard action<br> '''Range:''' Long (400 ft. + 40 ft./level)<br> '''Target:''' 1 creature<br> '''Duration:''' Instantaneous<br> '''Saving Throw:''' Reflex half<br> '''Spell Resistance:''' Partial; see text ''You point and roar a primal yell. A large firebolt shoots out of your fingers and streaks towards its target, flames trailing in its wake.'' You fire a single large flaming rock towards your opponent, dealing 1d4 fire damage per two levels (maximum 10d4) and 1d4 bludgeoning damage per two levels (maximum 10d4). A successful Reflex saving throw halves the damage. If you fail to overcome the target's spell resistance, it still deals the bludgeoning damage, though the target still receives a saving throw to halve the bludgeoning damage. The bludgeoning damage is subject to damage resistance as normal. If the spell strikes the target for full effect (that is, the spell overcomes the target's SR and the target fails their Reflex save), the target is also set on fire, dealing 2d6 points of fire damage per round until the flames are extinguished by making a Reflex save as a full-round action. In addition, creatures in adjacent squares must also make a Reflex save at the same DC or be similarly set on fire. A creature set on fire by this spell that is struck by a [Water] or [Cold] spell or one that becomes fully immersed in a non-flammable liquid immediately puts out the flames with no further penalty or save needed. ''Material component:'' A piece of pumice ===Rutaus' Subtle Threat=== Enchantment (Compulsion) [Mind-Affecting, Fear]<br> '''Level:''' Bard 2, Sorceror/Wizard 2<br> '''Components:''' V<br> '''Casting Time:''' 1 standard action<br> '''Range:''' Close (25 ft. + 5 ft./2 levels)<br> '''Target:''' One living creature<br> '''Duration:''' 1 minute/level<br> '''Saving Throw:''' Will negates<br> '''Spell Resistance:''' Yes ''You speak quiet words to your opponent, and his eyes widen in terror at your words.'' You threaten your opponent and they are overcome with fear. A creature of 4 HD or less is panicked for the duration of the spell. Creatures between 4 HD and 8 HD become frightened for the duration of the spell. Creatures with more than 8 HD become shaken for the duration of the spell. Any creature that saves against the spell is unaffected. ==S== ===Shaeroon's Scimitar=== Evocation [Force]<br> '''Level:''' Sorceror/Wizard 6<br> '''Components:''' V, S, M<br> '''Casting Time:''' 1 standard action<br> '''Range:''' Close (25' + 5'/level)<br> '''Target:''' One creature<br> '''Duration:''' Permanent until activated<br> '''Saving Throw:''' Will negates<br> '''Spell Resistance:''' Yes This spell brings into being a shimmering, scimitar-shaped blade of force. This scimitar appears in the air directly above a target creature, hanging point downwards some 2 feet above the head of the target creature. Invisible to al lbut the caster and those employing ''detect magic'', the scimitar has no physical existence, and cannot be attacked, magically repulsed, dispelled, or left behind by teleportation or travel to other planes. It will fall (upon the target creature only, regardless of physical or magical barriers) upon the fulfillment of a single condition set verbally during casting of the scimitar, doing 1d10 points of damage per caster level. The unwitting target creature is allowed a Will saving throw at this time, and if successful, the scimitar dissipates harmlesly into nothingness, and the spell is wasted. Otherwise, it plummets downwards in 10 seconds, vanishing upon contact with the target's body, dealing its damage and causing the target to collapse in a convulsion of wracking pain that momentarily affects movement, speech, spellcasting, and even posture--victims of a scimitar often fall, writhing, to the ground. Typical conditions include the target creature uttering a certain name or word, or commencing spellcasting, or drawing a weapon, or going to sleep. The condition cannot be tied to a specific time or location, and in some cases many years have passed between the casting of a scimitar and its strike. A ''limited wish'' or similar powerful magic can destroy the scimitar--unless, of course, the casting of such a magic is the condition which will cause the scimitar to fall. ''Material component:'' a miniature scimitar carved of diamond or clear sapphire of at least 3000 gp. ===Slaying Hand=== Necromancy [Death, Evil]<br> '''Level:''' Assassin 4<br> '''Components:''' V, S<br> '''Casting Time:''' 1 standard action<br> '''Range:''' Touch<br> '''Target:''' Dead or dying creature touched<br> '''Duration:''' Instantaneous<br> '''Saving Throw:''' Fortitude partial<br> '''Spell Resistance:''' Yes You touch a dead or dying creature and suck their life energy into yourself. As part of this spell, you touch a creature with 0 or less hit points, and they are immediately slain and cannot be resurrected. If the slain creature succeeds on a Fortitude save, they are still slain but are able to be resurrected. For each 3 HD the slain creature had, you gain a +2 insight bonus to Strength, Constitution, and Intelligence. Further, you gain 5 temporary hit points for each HD the creature had. Lastly, you gain the knowledge of one feat that the creature possessed, even if you do not normally meet the prerequisites. All three of these effects last a number of rounds equal to your caster level. ===Sophitia's Silver Burst=== Evocation<br> '''Level:''' Cleric 5, Paladin 4, Sorceror/Wizard 5, Animal 4<br> '''Components:''' V, S, F/DF<br> '''Casting Time:''' 1 standard action<br> '''Range:''' Personal<br> '''Effect:''' 15' radius burst<br> '''Duration:''' Instantaneous<br> '''Saving Throw:''' Fortitude partial<br> '''Spell Resistance:''' Yes ''You snap your fingers and mumble a few words of power. A flash of silver light bursts from over your head. The lycanthropes surrounding you recoil in horror, and a few collapse and return to their normal forms.'' This spell deals 1d6 points of subdual damage per caster level (maximum 15d6) to any creature not in its natural form within the burst radius. This includes lycanthropes, doppelgangers, and creatures under the effects of a ''polymorph'' spell, but not druids in wild shape. In addition, all creatures in the radius must make a Fortitude save or revert to their natural form. ''Arcane Focus:'' A silver coin. ===Sophitia's Silver Grasp=== Evocation<br> '''Level:''' Cleric 3, Duskblade 2, Paladin 2, Sorceror/Wizard 3, Animal 2<br> '''Components:''' V, S, F/DF<br> '''Casting Time:''' 1 standard action<br> '''Range:''' Touch<br> '''Target:''' Creature touched<br> '''Duration:''' Instantaneous<br> '''Saving Throw:''' Fortitude partial<br> '''Spell Resistance:''' Yes ''You speak sharply and your hand becomes wreathed in glowing silver light. You grab the doppelganger in front of you, and it screams in agony and shifts to its natural form.'' By touching a creature, this spell deals 1d6 points of subdual damage per caster level (maximum 5d6) as long as the creature is not in its natural form. This includes lycanthropes, doppelgangers, and creatures under the effects of a ''polymorph'' spell, but not druids in wild shape. In addition, the creature must make a Fortitude save or revert to its natural form. ''Arcane Focus:'' A silver coin. ===Sophitia's Silver Ray=== Evocation<br> '''Level:''' Cleric 4, Paladin 3, Sorceror/Wizard 4, Animal 3<br> '''Components:''' V, S, F/DF<br> '''Casting Time:''' 1 standard action<br> '''Range:''' Close (25 ft + 5 ft/2 caster levels)<br> '''Effect:''' Ray<br> '''Duration:''' Instantaneous<br> '''Saving Throw:''' Fortitude partial<br> '''Spell Resistance:''' Yes ''You point your finger at the werewolf and a ray of silver light shoots from your fingers. The werewolf roars in fury and collapses, melting back into his human form.'' This spell deals 1d6 points of subdual damage per caster level (maximum 10d6) to any creature not in its natural form. This includes lycanthropes, doppelgangers, and creatures under the effects of a ''polymorph'' spell, but not druids in wild shape. In addition, the creature must make a Fortitude save or revert to its natural form. ''Arcane Focus:'' A silver coin. ===Stacatto Blast=== Evocation [Force]<br> '''Level:''' Sorceror/Wizard 7<br> '''Components:''' V, S<br> '''Casting Time:''' 1 standard action<br> '''Range:''' Medium (50' + 10'/level)<br> '''Effect:''' Line; see text<br> '''Duration:''' Instantaneous<br> '''Saving Throw:''' Reflex negates; see text<br> '''Spell Resistance:''' Yes The caster creates several small missiles of force (the same kind that are created during a ''magic missile'' spell), one for each caster level. These missiles deal 1d6 points of damage, +1 point per caster level (to a maximum of +20). These missiles fire out from the caster's outstreched finger in rapid succession. The line continues to the first obstruction in the path of the spell, which must make a reflex save or be struck by the missiles. A successful reflex save dodges the effect and continues the line outwards, forcing the next target in the line to make a reflex save. Creatures of medium size or smaller who are prone also avoid the effect. ===Sting=== Evocation<br> '''Level:''' Sorceror/Wizard 1<br> '''Components:''' V, S<br> '''Casting Time:''' 1 swift action<br> '''Range:''' 40 feet<br> '''Target:''' 1 creature<br> '''Duration:''' Instantaneous<br> '''Saving Throw:''' Fortitude negates<br> '''Spell Resistance:''' Yes This spell enables the caster to harm a single creature up to 40 feet distant, including people, in aminor way: by making a buzzing noise and pointing an extended finger at an area of his own anatomy, the caster causes a brief but intense pain in the corresponding area of the target creature. This pain causes no permanent damage, but if applied ot the eyes it ca nblind for one round, or it can silence coherent speeecy by afflicting the tongue, or cause delicate manipulation of small objects (like jewelry) to be ruined, and the handled items dropped or fumbled. The pain from this spell is not sufficient to interfere with spellcasting, but spellcasting can be ruined through clever manipulation (such as afflicting the tongue). ==T== ===Teleportation Tracer=== Divination (Scrying)<br> '''Level:''' Sorceror/Wizard 3, Knowledge 4<br> '''Components:''' V, S, M<br> '''Casting Time:''' 5 minutes<br> '''Range:''' Personal<br> '''Target:''' You<br> '''Duration:''' Instantaneous<br> '''Saving Throw:''' None; harmless<br> '''Spell Resistance:''' No Upon completion of this spell, you know the starting and ending points of all teleportation spells that either began or ended within 25' (+5'/caster level) of you. As an instantaneous effect, this spell does not travel with you; instead, it merely reads the area around you and gives you the appropriate information, dissipating harmlessly afterwards. In addition, you are considered to have "seen the area casually" for the purposes of determining familiarity with the locations involved with the teleports in question (unless you are already more familiar with the area, in which case, use your higher familiarity) for one minute per caster level. ''Material Component:'' an eye of a newt ===Teleportation Tracer, Greater=== Divination (Scrying)<br> '''Level:''' Sorceror/Wizard 6, Knowledge 6<br> '''Casting Time:''' 1 full-round action<br> This spell functions as ''teleportation tracer'' does, except as noted here. You are considered very familiar with the starting and ending points of teleportation spells identified by this spell for a duration of one hour per caster level. ''Material Component:'' a beholder's eyestalk ===Thunderlance=== Evocation [Force, Sonic]<br> '''Level:''' Duskblade 3, Sorceror/Wizard 4<br> '''Components:''' V, S<br> '''Casting Time:''' 1 swift action<br> '''Range:''' Personal<br> '''Target:''' Self<br> '''Duration:''' 1 round/level or until discharged; see text<br> '''Saving Throw:''' None<br> '''Spell Resistance:''' Yes Casting this spell brings into existence a thin shaft of faint gray, shimmering force extending 10 feet from the caster's pointing finger. The ''thunderlance'' is weightless and intangible, but if any creature touches or passes through any part of it, the lance vanishes with a loud clap of thunder and the creature struck is dealt 4d6 points of sonic damage. The lance may be dismissed by its caster as a free action, and disappears if the caster dies, loses consciousness, or begins another spell. The caster can employ a ''thunderlance'' in many ways--held steady as a barrier against some creature's passage or as a tripwire, at ankle height, to stop a pursuer. It is also highly efective when wielded as a weapon; the caster can move his arm and finger about to strike with the lance. Attacking with a ''thunderlance'' in this manner uses a touch attack roll instead of a regular attack roll to determine if the attack hits. The touch of a ''thunderlance'' destroys a ''shield'' spell, ''wall of force'', or ''minor globe of invulnerability'', but the lance itself discharges upon contact. Stronger protective spells also cause the lance to discharge, but will themselves remain in existence. A lance penetrates fire, water, and electrical discharges of natural or magical origin without discharging. Anyone wielding a ''thunderlance'' cannot be harmed by ''magic missile'' spells ,regardless of the direction from which they strike--their force passes harmlessly through the lance wielder to be absorbed by the lance, increasing the damage of the lance by 1d4+1 points of force damage per missile. This will not occur if the lance wielder has some other magical protection against ''magic missiles'', such as a ''shield'' spell. A ''thunderlance'' does not confer protection against other forms of attack, nor can it be passed to any other creature without discharging--an ally cannot wield the lance on the caster's behalf. ===True Permanency=== Evocation<br> '''Level:''' Sorceror/Wizard 6<br> '''Components:''' V, S, XP<br> '''Casting Time:''' 10 minutes<br> '''Range:''' Close (25 ft + 5 ft/level)<br> '''Target:''' One spell<br> '''Duration:''' Instantaneous<br> '''Saving Throw:''' None<br> '''Spell Resistance:''' No This spell makes any spell currently in effect with a duration longer than "instantaneous" into a permanent spell. The spell is not immune to dispelling and can be dispelled as normal. XP Cost: Spell level of the targeted spell * spell level of the targeted spell * caster level of the targeted spell * 100. Spells with a spell level of 0 are treated as 1. ==U== ==V== ===Vormav's Crushing Grasp=== Evocation [Force]<br> '''Level:''' Duskblade 1<br> '''Components:''' V<br> '''Casting Time:''' 1 standard action<br> '''Range:''' Touch<br> '''Target:''' Creature touched<br> '''Duration:''' Instantaneous<br> '''Saving Throw:''' None<br> '''Spell Resistance:''' Yes ''You speak a word and your hand becomes wreathed in glowing energy. You touch your opponent and the force courses downwards into them. You hear the crack of bones as the energy courses through them.'' Your successful melee touch attack deals 1d6 points of force damage. For each three caster levels you posess, the force lasts for another round, dealing another 1d6 points of force damage. ===Vormav's Greater Forceknife=== Evocation [Force]<br> '''Level:''' Bard 4, Duskblade 4, Sorceror/Wizard 5<br> '''Components:''' V, F<br> '''Casting Time:''' 1 standard action<br> '''Range:''' Personal<br> '''Target:''' You<br> '''Duration:''' 1 minute/level<br> '''Saving Throw:''' none; harmless<br> '''Spell Resistance:''' No ''You speak a word and grip a shard of metal in your hand and a blade of force springs into being extending from your fist.'' By gripping the focus of this spell (a piece of metal), you can will a blade of force into being. This blade deals damage as a longsword of appropriate size and automatically overcomes damage reduction. You are automatically considered proficient with this weapon, regardless of the weapon proficiencies you possess. Unlike ''Vormav's forceknife'', this forceknife gains a +1 enchantment bonus for each three caster levels you possess. A Duskblade can channel spells using his Arcane Channeling ability through the forceknife as normal, and spells that improve weapons (such as ''magic weapon'') affect the forceknife as normal. Occasionally, people who use this ability are confused for Soulknives. ''Focus:'' a piece of metal. ===Vormav's Forceknife=== Evocation [Force]<br> '''Level:''' Bard 2, Duskblade 2, Sorceror/Wizard 3<br> '''Components:''' V, F<br> '''Casting Time:''' 1 standard action<br> '''Range:''' Personal<br> '''Target:''' You<br> '''Duration:''' 1 minute/level<br> '''Saving Throw:''' None; harmless<br> '''Spell Resistance:''' No ''You speak a word and grip a shard of metal in your hand and a blade of force springs into being extending from your fist.'' By gripping the focus of this spell (a piece of metal), you can will a blade of force into being. This blade deals damage as a shortsword of appropriate size and automatically overcomes damage reduction. You are automatically considered proficient with this weapon, regardless of the weapon proficiencies you possess. It is otherwise normal. A Duskblade can channel spells using his Arcane Channeling ability through the forceknife as normal, and spells that improve weapons (such as ''magic weapon'') affect the forceknife as normal. Occasionally, people who use this ability are confused for Soulknives. ''Focus:'' a piece of metal. ==W== ===Wall of Displacement=== Conjuration (Teleportation)<br> '''Level:''' Sorceror/Wizard 6<br> '''Components:''' V, S, M<br> '''Casting Time:''' 1 standard action<br> '''Range:''' Medium (50' + 10'/level)<br> '''Effect:''' Wall (see text)<br> '''Duration:''' 1 minute/level<br> '''Saving Throw:''' Reflex negates<br> '''Spell Resistance:''' Yes A wall of displacement spell creates a barrier of displacing energy 5' wide and 10' tall. This wall is 10' long for each caster level (so that a spellcaster of CL 12 would have a wall 120' long). Any creature or object moving through the wall must make a Reflex save or be teleported between 5' and 50' in a random direction. Roll a d10 to determine distance and roll on the miss chart for grenadelike weapons to determine direction. This spell only moves targets horizontally; it cannot move them vertically. Furthermore, if the target of the spell would end up inside of an object due to this spell, it is shunted towards the nearest open space, taking 1d6 points of bludgeoning damage for each 5'. Missiles (including those created by spells) traveling through the wall are teleported and then continue in the direction they were going prior. Creatures and objects that are teleported within the wall due to this spell receive a second save at a -5 penalty. Should they fail again, they are teleported a second time. ==X== ==Y== ==Z== [[category:Spells]]
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