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Cjusr of UJind, CjReareR

Evocation [Air] Level: Druid 5, Shaman/Witch Doctor 5 Range: 90 ft.

This spell functions like gust of wind, except as noted above and that the blast is much more powerful. The effects are similar to gust of wind, save that creatures are treated as one size category smaller for determining how the wind affects them.

Greater gust of wind can be made permanent with a permanency spell (minimum caster level 16th, 4,000 XP).

Healing ScReam Torem target can be cured more than once. You can choose to affect fewer secondary targets than the maximum.

Like cure spells, healing wave damages undead rather than curing them. An undead creature can apply spell resistance, and can attempt a Will save to take half damage.

"HellfiRe

Conjuration (Healing) [Totem] Level: Shaman/Witch Doctor 7 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: Will half (harmless); see text Spell Resistance: Yes (harmless); see text

The totem emanates positive energy that spreads out in all directions, curing living allies of 2d6+5 points of damage per round.

Like cure spells, healing stream totem damages undead in its area rather than curing them. An undead creature can apply spell resistance, and can attempt a Will save to take half damage.

Healing (JJave

Conjuration (Healing) Level: Shaman/Witch Doctor 5 Components: V, S Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels), but see text Target: One creature + 1/2 levels Duration: Instantaneous Saving Throw: Will half (harmless); see text Spell Resistance: Yes (harmless); see text

You create a wave of Light energy that jumps from creature to creature in a manner similar to chain lightning, but rather than burning the subjects, it closes their wounds and restores their vitality. The wave cures 1d8 points of damage per caster level (maximum 10d8) to the primary target. After it strikes, the healing wave can jump to a number of secondary targets equal to your one per two caster levels (maximum 10). Each secondary wave strikes one target and cures half as much damage as the primary wave did (rounded down).

You choose secondary targets as you like, but they must all be within 30 feet of the primary target, and no

Evocation [Fel, Fire] Level: Warlock 8 Components: V, S Casting Time: 1 round Range: 15 ft.

Area: All enemies within a 15-ft.-radius spread centered on you Duration: Concentration, up to 1 round/level Saving Throw: Reflex half Spell Resistance: Yes

Waves of white-hot fire engulf the area surrounding you, horribly burning all creatures and unattended objects. As you concentrate, the fires continue to burn at the cost of your own life force. Each round, starting on the round you cast the spell, the flames deal 10d6 points of fire damage to all within the area, and you take 2d6 points of damage as well. Note that the damage you take is not fire damage; energy resistance and damage reduction are ineffective against it. You cannot move while concentrating to maintain this spell (not even a 5-foot step), though you can take other move actions. If a force moves you involuntarily (if an enemy bull rushes you, for example), the spell ends immediately.

Hex √úJeakness

Necromancy Level: Priest 7, Necromancer 8 Components: V, S Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: One creature Duration: Permanent Saving Throw: Will negates Spell Resistance: Yes

You call upon the unholy power of shadow to break your target's will, decreasing its ability to fight. The target takes a -8 penalty to Strength, Agility and Stamina (to a minimum of 1 each). 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.

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