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Spells
Nov 19, 2007 23:42:34 GMT
Post by Dungeon Master on Nov 19, 2007 23:42:34 GMT
A list of spells will be placed here, unusual or unique spells
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Spells
Nov 19, 2007 23:43:52 GMT
Post by Dungeon Master on Nov 19, 2007 23:43:52 GMT
Level 2 Sorcerer/Wizard Casting Time 1 casting action Area 10ft cone Duration one hour or until discharged Save Reflex for half Spell Resistance yes
This spell allows you to spit a gout of flame in a 10ft cone dealing 1d6 points of damage per caster level (max 5d6). You can save the spell for up to an hour. But once its expelled its finised in that round.
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Spells
Nov 28, 2007 10:33:45 GMT
Post by Dungeon Master on Nov 28, 2007 10:33:45 GMT
Conjuration (Creation) [Acid] Level: Sor/Wiz 0 Components: V, S Casting Time: 1 action Range: Close (25 ft. + 5 ft./2 levels) Effect: One missile of acid Duration: Instantaneous Saving Throw: None Spell Resistance: Yes
You fire a small orb of acid at the target. You must succeed at a ranged touch attack to hit your target. If you miss, there is no splash effect. The spell deals 1d3 points of acid damage
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Spells
Nov 28, 2007 10:34:20 GMT
Post by Dungeon Master on Nov 28, 2007 10:34:20 GMT
Evocation [Acid] Level: Sor/Wiz 6 Components: V, S, M Casting Time: 1 action Range: Medium (100 ft. +10 ft./level) Area: Cylinder (20-ft. radius, 20 ft. high) Duration: Instantaneous Saving Throw: Reflex half Spell Resistance: Yes
You cause acid to rain downward. The acid deals 1d6 points of acid damage per caster level (maximum 15d6).
Focus: A flask of acid.
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Spells
Nov 28, 2007 10:35:09 GMT
Post by Dungeon Master on Nov 28, 2007 10:35:09 GMT
Transmutation [Sonic] Level: Brd 1 Components: V, S Casting Time: 1 minute/level Range: Long (400 ft. + 40 ft./level) Area: 15-ft.-radius emanation centered on a creature, object, or point in space Duration: 1 round/level Saving Throw: Will negates Spell Resistance: Yes or No (object)
You cause an amplification of all sounds within the spell’s area. This decreases the DC to hear those sounds by 20. Those creatures within the spell’s area do not notice the increased amplification. Thus, anyone whose voice is amplified remains unaware of the increase in volume.
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Spells
Nov 28, 2007 10:36:18 GMT
Post by Dungeon Master on Nov 28, 2007 10:36:18 GMT
Evocation [Force] Level: Sor/Wiz 2 Components: V, S, F Casting Time: 1 action Range: Close (25 ft. + 5 ft./2 levels) Target: One object or creature Duration: Instantaneous Saving Throw: None Spell Resistance: Yes
You create a ramlike force that can strike with considerable power. Similar to a ring of the ram, the force can target a creature or an object. The force deals 1d6 hit points of damage to the target. If the target is a creature, this attack initiates a bull rush. (The force is considered a Large creature with Strength 25 for this purpose.) If the target is a movable object such as a door, the caster can make a Strength check (using the Strength of the battering ram) to attempt to open the door.
Focus: A piece of carved ram’s horn.
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Spells
Nov 28, 2007 10:37:54 GMT
Post by Dungeon Master on Nov 28, 2007 10:37:54 GMT
Evocation [Sonic] Level: Brd 6, Sor/Wiz 6 Components: V, S Casting Time: 1 action Range: 10 ft. Area: 10-ft.-radius emanation, centered on you Duration: 1 minute/level Saving Throw: Fortitude partial Spell Resistance: Yes
You create an immobile barrier of sonic energy at a distance of 10 feet from yourself. Creatures on either side of the barrier hear it as a loud but harmless buzzing. Nonmagical sound (including sound produced by a thunderstone) does not cross the barrier. If a sonic effect impinges upon the barrier, you get to make a caster level check (1d20 + caster level) against the DC of the effect to prevent it from affecting anyone inside the barrier. A creature that crosses the barrier takes 1d6 points of sonic damage plus 1 point per caster level (maximum +20) and must make a Fortitude save or be deafened for 1 minute. The sonic vibrations provide a 20% miss chance for any missiles crossing the barrier in either direction.
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Spells
Nov 28, 2007 10:40:28 GMT
Post by Dungeon Master on Nov 28, 2007 10:40:28 GMT
Enchantment (Compulsion) [Mind-Affecting, Sonic] Level: Brd 4 Components: V, S Casting Time: 1 action Range: Close (25 ft. + 5 ft./2 levels) Area: 15-ft.-radius burst Duration: Instantaneous Saving Throw: Will negates Spell Resistance: Yes
You cause any creatures in the area to feel increasingly more intoxicated the longer you perform a drinking song. You must perform for at least 1full round to produce the first effects of the celebration spell. After that, each full round you perform increases the subject’s intoxication, as described in the table below. A subject does not need to remain within the area, but those entering the area after the casting of the spell are not affected. Your targets receive only one saving throw at the onset of the spell. The effects last for the duration of your performance. If you stop performing, the effects do not worsen and fade after 1 round per caster level.
Round Effect 1 None 2 –2 enhancement penalty to Dex, Int, and Wis 3 Nauseated 4 Helpless
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Spells
Nov 28, 2007 10:41:47 GMT
Post by Dungeon Master on Nov 28, 2007 10:41:47 GMT
Divination Level: Brd 2, Clr 3, Drd 3 Components: V, S Casting Time: 1 minute Range: Personal Duration: Instantaneous
You divine the relative direction and condition of another individual. During the casting of the spell, you think of your target as you do a spinning dance around the compass. You must have firsthand knowledge of your target for the spell to function.
If the target is alive and on the same plane as you, the spell leaves you facing in the direction of your target. You also get an impression of the target’s physical and emotional conditions (unharmed, wounded, unconscious, dying, and so on). If the target is on a different plane or dead, you feel nothing.
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Spells
Nov 28, 2007 10:44:08 GMT
Post by Dungeon Master on Nov 28, 2007 10:44:08 GMT
Evocation Level: Brd 2, Sor/Wiz 2 Components: V, S Casting Time: 1 action Range: 10 ft. Area: Cone Duration: 1 round/level Saving Throw: Fortitude negates Spell Resistance: Yes
You breathe out an invisible cloud of noxious air. Anyone in the area is stunned and blinded for 1d6 rounds. A moderate wind (11+ mph) disperses the cloud in 4 rounds; a strong wind (21+ mph) disperses the fog in 1 round.
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Spells
Nov 28, 2007 10:45:15 GMT
Post by Dungeon Master on Nov 28, 2007 10:45:15 GMT
Conjuration (Creation) [Acid] Level: Sor/Wiz 1 Components: V, S Casting Time: 1 action Range: Touch Targets: Creature or creatures touched (up to one/level) Duration: Instantaneous Saving Throw: None Spell Resistance: Yes
Your hand becomes coated with a thick layer of acid that does not harm you or your equipment. A melee touch attack with this hand causes 1d6+1 points of acid damage. You may use this melee touch attack up to one time/level. If you grapple an opponent, you can deal this damage in addition to other damage you deal while grappling.
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Spells
Nov 28, 2007 10:48:41 GMT
Post by Dungeon Master on Nov 28, 2007 10:48:41 GMT
Evocation [Sonic] Level: Brd 6 Components: V, S Casting Time: 1 full round Range: 50 ft. Area: All enemies within a 50-ft.-radius burst centered on you Duration: 1 round/level Saving Throw: Fortitude negates Spell Resistance: Yes
Your song draws the energies of death and destruction down on your enemies. Each round, any enemy in the area suffers 2 points of temporary Strength and Dexterity damage. A successful saving throw only negates that round’s affect; a new saving throw is required each round to avoid that round’s damage.
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Spells
Nov 28, 2007 10:49:59 GMT
Post by Dungeon Master on Nov 28, 2007 10:49:59 GMT
Abjuration [Sonic] Level: Brd 1 Components: V, S Casting Time: 1 action Range: Close (25 ft. + 5 ft./2 levels) Target: One living creature Duration: 1 round/level Saving Throw: Will negates Spell Resistance: Yes
Your song or poem instills a feeling of paranoia in your target. The affected target restricts her movement to avoid any physical contact, even with allies. If she is attacked in melee and can’t flee, she uses the full defense option.
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Spells
Nov 28, 2007 11:01:12 GMT
Post by Dungeon Master on Nov 28, 2007 11:01:12 GMT
Evocation [Fire] Level: Hth 2, Sor/Wiz 2 (Red Wizard) Components: V, S, M Casting Time: 1 action Range: 0 ft. Effect: A daggerlike beam Duration: 1 minute/level (D) Saving Throw: None Spell Resistance: Yes
A 1-foot-long, blazing beam of red-hot fire springs forth from your hand. You wield this bladelike beam as if it were a dagger. Attacks with the flame dagger are melee touch attacks, and the blade deals 1d4 points of fire damage plus 1 point per caster level (to a maximum of +10). Because the blade is immaterial, your Strength modifier does not apply to the damage. The flame dagger can ignite combustible materials such as parchment, straw, dry sticks, cloth, and so on. This spell does not function underwater.
Material Component: A candle, not necessarily lit.
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Spells
Nov 28, 2007 11:04:14 GMT
Post by Dungeon Master on Nov 28, 2007 11:04:14 GMT
Transmutation Level: Sor/Wiz 3 Components: V, S Casting Time: 1 action Range: Medium (100 ft. + 10 ft./level) Target: One object or creature weighing up to 10 pounds per caster level Duration: Concentration Saving Throw: Will negates Spell Resistance: Yes
You point your finger at a target and can lift it and move it at will from a distance. As a move-equivalent action, you can move the target up to 20 feet in any direction, though the spell ends if the distance between you and the object ever exceeds the spell’s range. A creature can negate the effect against itself or against an object it possesses with a successful Will save or with spell resistance. The target can be moved vertically, horizontally, or both. It cannot be moved beyond your range. An object can be telekinetically manipulated as if with one hand. For example, a lever or rope can be pulled, a key can be turned, an object rotated, and so on, if the force required is within the weight limitation. You might even be able to untie simple knots, though delicate activities such as these require Intelligence checks (DC set by the DM).
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