Hd

II or higher

Strength

Faint

Moderate

Strong

Overwhelming

Lingering Aura: A demon aura lingers after its original source is destroyed. If sense demon is cast and directed at such a location, the spell indicates an aura strength of dim (even weaker than a faint aura). How long the aura lingers at this dim level depends on its original power:

Original Strength

Faint

Moderate

Strong

Overwhelming

Duration of Lingering Aura

1d6 rounds 1 d6 minutes 1d6 x 10 minutes 1d6 days

Each round, you can turn to sense demons in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead or 3 feet of wood or dirt blocks it.

Shadoaj Bole

Evocation [Fel] Level: Necromancer 3, Warlock 3 Components: V, S Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Target: One creature Duration: Instantaneous Saving Throw: Reflex half Spell Resistance: Yes

You conjure a ball of burning shadow in your hand and hurl it toward your target. This bolt of darkness strikes the target for 1d8 points of fel damage per caster level (maximum 10d8).

Shadoaj Bole, CjReareR

Evocation [Fel] Level: Necromancer 5, Warlock 5

This spell functions like shadow bolt, except that it deals 1d8+1 points of fel damage per caster level (maximum 15d8+15).

Shadoaj Bole, LesseR

Evocation [Fel] Level: Necromancer 1, Warlock 1

This spell functions like shadow bolt, except that it deals 1d4 points of fel damage per 2 caster levels (maximum 5d4).

Shadouj&uRn

Evocation [Fel] Level: Necromancer 8, Warlock 8 Components: V, S Casting Time: 1 immediate action Range: Close (25 ft. + 5 ft./2 levelslevel) Target: One creature Duration: Instantaneous Saving Throw: Reflex half Spell Resistance: Yes

In times of desperation, a powerful necromancer or warlock can call the forces of darkness to his aid, blasting a single target with lacerating bolts of shadow. This spell deals 10d8 points of fel damage, +1 per caster level (maximum +20).

ShadoajguaRd

Evocation [Good] Level: Paladin 4, Priest 4 Components: V, S, DF Casting Time: 1 standard action Range: Personal Target: You

Duration: 1 round/level (D) Spell Resistance: Yes (see text)

This spell protects you with a glowing barrier of scorching light, which lashes out at any creature that attacks you in melee.

Any creature that makes a successful melee attack against you with its body or a handheld weapon deals damage normally, but at the same time the attacker takes 1d6 points of holy damage, +1 point per caster level (maximum +15). If the attacker has spell resistance, it applies to this effect. Creatures wielding weapons with exceptional reach are not subject to this damage.

When casting this spell, you appear to immolate yourself in heavenly fire, but the flames are thin and wispy, giving off light equal to only half the illumination of a normal torch (10 feet). The flames are gold, silver, white, bronze, blue or green (your choice).

Shadoaj PRorecrion

Abjuration Level: Priest 3 Components: V, S, M Casting Time: 1 standard action Range: Touch

Target: One touched creature Duration: 1 minute/level Saving Throw: Fortitude negates (harmless) Spell Resistance: Yes (harmless)

A protective skin of light envelops the subject, shielding it from dark magic. The subject gains spell resistance equal to 10 + caster level against spells with the evil and/or fel descriptors. Even if such a spell pierces this spell resistance, any damage it deals is reduced by -10 points.

Smire

Evocation [Good] Level: Priest 1, Argent Dawn Templar 1 Components: V, S Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Target: One creature Duration: Instantaneous Saving Throw: None Spell Resistance: Yes

A searing burst of argent light streaks from your hand toward the target, dealing 1d4 points of holy damage per 2 caster levels (maximum 5d4). Against undead and demonic creatures, this spell deals double damage.

Starfire

Evocation Level: Druid 6 Components: V, S, M Casting Time: 1 standard action Range: 90 feet Target: One creature Duration: See below

Saving Throw: Fortitude partial (see below) Spell Resistance: Yes

A burning pillar of energy descends from the heavens, striking your target and continuing to burn it with raw eldritch power. Starfire deals 8d8 points of damage, +2 points per caster level (maximum +20). If the target fails its saving throw, it takes an additional 8 points of damage per round for 5 rounds. This damage is of no particular type.

Material Component: A drop of water from a moonwell.

Strength of Earth Totem

Conjuration [Totem] Level: Shaman/Witch Doctor 6 Components: V, S Casting Time: 1 standard action Range: 20 ft.

Area: 20-ft.-radius emanation centered on the totem Duration: 1 round/level Saving Throw: Fortitude half (harmless) Spell Resistance: Yes (harmless)

The totem emanates positive energy that spreads out in all directions. You and all allies within the area gain a + 4 enhancement bonus to Strength.

Taint of Undeath

Necromancy [Evil] Level: Necromancer 3 Components: V, S Casting Time: 1 standard action Range: Touch Target: Creature touched Duration: Permanent Saving Throw: Will negates Spell Resistance: Yes

This powerful spell permanently curses a living creature with the embrace of undeath, causing positive energy (such as cure spells) to damage it, and negative energy (such as inflict spells) to heal it. Dispel magic and greater dispel magic have no effect on this spell, but break enchantment, limited wish, miracle, remove curse and wish can dispel it.

Touch of Weakness

Necromancy [Evil] Level: Priest 2, Necromancer 2 Components: V, S, M Casting Time: 1 standard action Range: Touch Target: Creature touched Duration: 1 round/level Saving Throw: None Spell Resistance: Yes

The caster channels negative energy through her touch, weakening her victim. The target takes a -6 penalty to Strength and Agility (to a minimum of 1).

Material Component: A piece of diseased flesh, or a drop of sweat from a recently dead humanoid.

except that the vines deal 9d6 points of slashing damage per round to entangled targets. Also, the vorpal vines are much harder to break than standard vines; each has 40 hit points. The DCs of the Strength and Escape Artist checks to escape the vines are equal to the spell's DC.

In spite of their bladelike quality, the vines are still plantlife, and plant-affecting spells and effects affect them normally.

(JJandeRing Deach

TRemoR Totem

Conjuration (Healing) [Totem] Level: Shaman/Witch Doctor 5 Components: V, S Casting Time: 1 standard action Range: 20 ft.

Area: 20-ft.-radius spread centered on the totem Duration: 1 round/level Saving Throw: Fortitude half (harmless) Spell Resistance: Yes (harmless)

The totem emanates positive energy that spreads out in all directions. Each round, the totem removes one charm or fear effect on each ally in the area. In addition, the totem wakes up sleeping (magically or otherwise) allies immediately. Finally, the totem allows all allies in the area to make two saving throws against mind-affecting effects and choose the better result.

VoRpal Entanglement

Transmutation Level: Druid 7 Components: V, S Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Target: 1 creature per level Duration: 1 round/level (D) Saving Throw: Reflex negates Spell Resistance: Yes

This spell appears at first to be a simple entangling roots spell, but the effect is far more deadly. Each of the vines this spell creates has a razor-sharp edge and cuts deeply into entangled targets. This spell functions like entangling roots (see the WoW RPG book, Chapter 17: Spells),

Necromancy [Evil] Level: Necromancer 7 Components: V, S

This spell functions as wandering plague, except that the disease is called wandering death. The disease deals 1d6 points of Strength, Stamina and Agility damage, +1 additional point to each ability score per 3 caster levels (maximum +10), .

(JJandeRing Plague

Necromancy [Evil] Level: Necromancer 2 Components: V, S Casting Time: 1 standard action Range: Touch

Target: Living creature touched Duration: 1 round/level (see below) Saving Throw: Fortitude negates Spell Resistance: Yes

The target contracts a disease called the wandering plague, which strikes immediately (no incubation period). This disease deals 1d6 points of Strength and Stamina damage immediately and is highly contagious. After taking the Strength and Stamina damage, a creature is a wandering plague carrier for 1 round. A creature that succeeds at its Fortitude save is not a carrier.

On the round after the spell is cast, and each round thereafter, living creatures within 10 feet of a wandering plague carrier are affected by the disease just as if the spell had been cast on them.

The disease has no effect after the initial damage; however, creatures that have taken damage from the wandering plague could be affected again if they draw close to a wandering plague carrier. Theoretically, two creatures within 10 feet can keep re-infecting each other.

(JJateR UJalking

Transmutation Level: Shaman/Witch Doctor 3 Components: V, S, DF Casting Time: 1 standard action Range: Personal Target: You

Duration: 1 min./level

You can tread on any liquid as if it were firm ground. You can easily traverse mud, oil, snow, quicksand, running water, ice, and even lava, since your feet hover an inch or two above the surface. (If you cross molten lava you still take damage from the heat because you are near it.) You can walk, run, charge or otherwise move across the surface as if it were normal ground.

If you cast this spell underwater (or while you are partially or wholly submerged in liquid), you are borne toward the surface at 60 feet per round until you can stand on it.

WindfuRy Weapon

Transmutation Level: Shaman/Witch Doctor 9 Components: V, S Casting Time: 1 standard action Range: Touch Target: Weapon touched Duration: 1 round/level Saving Throw: Will negates (harmless, object) Spell Resistance: Yes (harmless, object)

Wndfury weapon enchants your weapon with a powerful spirit of air, granting you two additional attacks per round with this weapon at your highest base attack bonus. Unfortunately, your accuracy suffers as you focus on speed, and you take a -4 circumstance penalty on all attack rolls with the weapon.

WRach

Evocation [Force] Level: Druid 4 Components: V, S Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: One creature Duration: Instantaneous Saving Throw: Fortitude partial Spell Resistance: Yes

You call upon the wrath of nature to blast your enemy with tremendous force. If you succeed at a ranged touch attack, the target takes 7d8 points of force damage, +1 point per caster level (maximum +15). In addition, a Medium or smaller target must make a Fortitude save or be blasted backward 1 foot per caster level (round down to the nearest 5-foot increment).

This chapter includes magic items for your World of Warcraft RPG game.

Magic items are divided into categories: armor, weapons, potions, rings, rods, scrolls, staffs, wands and wondrous items. In addition, some magic items are cursed or intelligent. A few magic items are of such rarity and power that they are considered to belong to a category of their own: artifacts. Artifacts are classified in turn as minor (extremely rare but not one-of-a-kind items) or major (each one unique and extremely potent). In addition, magic items are sometimes crafted as sets: Several items that are meant to be worn and used together, and provide additional bonuses when a character does so.

Armor and Shields: Magic armor (including shields) offers improved, magical protection to the wearer. Some of these items confer abilities beyond a benefit to Armor Class.

Weapons: Magic weapons are created with a variety of combat powers and almost always improve the attack and damage rolls of the wielder as well.

Potions: A potion is a liquid concocted with a spelllike effect that affects only the drinker. All potions simply apply the effect of an existing spell.

Rings: A ring is a circular band worn on the finger (generally no more than two rings per wearer) that has a spell-like power (often a constant effect that affects the wearer).

Rods: A rod is a scepter-like item with a special power unlike that of any known spell. Some rods are passive devices capable of enhancing other forms of magic.

Scrolls: A scroll is a spell magically inscribed onto paper or parchment for later use.

Staffs: A staff has a number of different (but often related) spell effects. A newly created staff has 50

charges, and each use of the staff depletes one or more of those charges.

Wands: A wand is a short stick imbued with the power to cast a specific spell. A newly created wand has 50 charges, and each use of the wand depletes one of those charges. A few wands have abilities that allow the user to alter the spell for the cost of additional charges.

Wondrous Items: These objects include magic jewelry, tools, books, clothing, and much more. Basically, any item that does not fall into one of the other categories is usually classified as a wondrous item.

agic Items

Mag and Detect Magic

When detect magic identifies a magic item's school of magic, this information refers to the school of the spell placed within the potion, scroll, or wand, or the prerequisite given for the item. The description of each item provides its aura strength and the school to which it belongs.

If more than one spell is given as a prerequisite, use the highest-level spell. If no spells are included in the prerequisites, use the following default guidelines.

Item Nature Armor and protection items Weapons or offensive items Bonus to ability score, on skill check, and the like

School

Abjuration Evocation Transmutation

To use a magic item, it must be activated, although sometimes activation simply means putting a ring on your finger. Some items, once donned, function constantly. In most cases, using an item requires a standard action that does not provoke attacks of opportunity. By contrast, spell completion items are treated like spells in combat and do provoke attacks of opportunity.

Activating a magic item is a standard action unless the item description indicates otherwise. However, the casting time of a spell is the time required to activate the same power in an item, regardless of the type of magic item, unless the item description specifically states otherwise.

The four ways to activate magic items are described below.

Spell Completion: This is the activation method for scrolls. A scroll is a spell that is mostly finished. The preparation is done for the caster, so the user needs no preparation time beforehand as with normal spellcasting. All that's left to do is perform the finishing parts of the spellcasting (the final gestures, words, and so on). To use a spell completion item safely, a character must be of high enough level in the right class to cast the spell already. If he can't already cast the spell, there's a chance he'll make a mistake. Activating a spell completion item is a standard action and provokes attacks of opportunity exactly as casting a spell does.

Spell Trigger: Spell trigger activation is similar to spell completion, but it's even simpler. No gestures or

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