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Dampen TDagic

Abjuration Level: Mage 2, Necromancer 3 Components: V, S Casting Time: 1 standard action Range: Touch Target: Creature touched Duration: 1 min./level (D) Saving Throw: Will negates Spell Resistance: Yes

Dampen magic creates an aura around the subject that absorbs part of the effects of all healing and damaging spells. If a spell that cures or deals damage is cast on the subject, the amount of damage it deals or cures decreases by -1 point per caster level (maximum 15 points). For example, if a firebolt strikes Kathlia while she is under the effects of dampen magic from a 9th-level caster, the spell deals -9 fewer points of damage. If Shadd casts cure moderate wounds while dampen magic is in effect, his spell likewise cures -9 fewer hit points.

Dearh Touch

Necromancy [Death] Level: Necromancer 6 Components: V, S, M Casting Time: 1 standard action Range: Touch Target: Creature touched Duration: Instantaneous Saving Throw: Fortitude negates Spell Resistance: Yes

The caster channels negative energy through her touch, attempting to snuff out the life of her victim. If she succeeds in a melee touch attack, the target must make a Fortitude save or die instantly. The flesh and muscle on the target's body dissolve immediately, and it becomes a skeletal warrior under the caster's command. This skeletal warrior counts against the maximum number of Hit Dice of undead creatures you can control.

Material Component: The skull of a hero.

Divine Ascension

Transmutation [Good] Level: Priest 7, Argent Dawn Templar 7 Components: V, S, M Casting Time: 1 standard action Range: Personal Target: You

Duration: 1 round/level

You transform into a beautiful, angelic version of yourself. Your skin, hair and nails change into metal — silver, bronze or gold (you choice). You gain fast healing 3, DR 10/evil and silver, a +4 enhancement bonus to Strength and Stamina, and a +4 enhancement bonus to natural armor. In addition, you may cast lesser holy light each round.

Material Component: A vial of holy water blessed in Ironforge.

CaRch Shoch

Evocation [Earth] Level: Shaman/Witch Doctor 1 Components: V, S Casting Time: 1 immediate action Range: Medium (100 ft. + 10 ft./level) Target: One creature Duration: Instantaneous Saving Throw: None Spell Resistance: Yes

You call upon a spirit of earth to strike your enemy instantly, dealing 1d4 points of bludgeoning damage. In addition, if the target is casting or concentrating on a spell, the DC of the target's Concentration check to avoid losing the spell increases by +4 (in addition to the damage dealt by the spell).

CaRch ScRihe

Evocation [Earth] Level: Shaman/Witch Doctor 5 Components: V, S Casting Time: 1 immediate action Range: Close (25 ft. + 5 ft./2 levels) Target: One creature Duration: Instantaneous Saving Throw: None Spell Resistance: Yes

You call upon a spirit of earth to strike your enemy instantly, dealing 1d4 points of bludgeoning damage per caster level (maximum 10d4). In addition, if the target is casting or concentrating on a spell, the DC of the target's

Concentration check to avoid losing the spell increases by +4 (in addition to the damage dealt by the spell).

Fme Blase

CaRrh&ind Torem

Conjuration (Healing) [Totem] Level: Shaman/Witch Doctor 3 Components: V, S Casting Time: 1 standard action Range: 0 ft.

Area: 20-ft.-radius emanation centered on the totem Duration: 1 round/level Saving Throw: Reflex negates Spell Resistance: No

The totem creates vines and tendrils of stone that assault nearby enemies. All enemies within 20 feet of the totem must make Reflex saves each round or become entangled by the stony roots for 1 round.

FaeRie FiRe

Evocation [Light] Level: Druid 3 Components: V, S, DF Casting Time: 1 standard action Range: Long (400 ft. + 40 ft./level) Target: One creature Duration: 1 round/level Saving Throw: Will negates Spell Resistance: Yes

A bright light surrounds the subject, outlining it and thereby making it more vulnerable to attacks. The subject cannot benefit from concealment, including magical darkness from spells of 3rd level or lower. In addition, the spell negates invisibility and makes hide attempts impossible. Finally, the subject takes a -2 circumstance penalty to AC. You may choose the color of the light at the time of its casting.

Evocation [Fire] Level: Mage 6 Components: V, S Casting Time: 1 swift action Range: Close (25 ft. + 5 ft./2 levels) Target: One creature Duration: Instantaneous Saving Throw: Reflex half Spell Resistance: Yes

You call upon your arcane knowledge to create a small blast of fire, burning a single target for 1d4 points of fire damage per level (max 15d4).

FiRe&olr

Evocation [Fire] Level: Mage 4, Argent Dawn Templar 4 Components: V, S Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Target: One creature Duration: Instantaneous

Saving Throw: Reflex half; Fortitude negates (see below) Spell Resistance: Yes

You create a ball of molten flame in your hand and hurl it toward your target. The target takes 1d6 points of fire damage per level (maximum 15d6), plus an additional + 4 points of fire damage per round for the next 4 rounds. If the target makes its Reflex save, it takes half damage from the initial blast and does not take the additional damage. In addition, if the target is Medium or smaller, the spell stuns the target for 1 round. A Fortitude save prevents the stunning effect.

FaeRie FiRe, CjReaceR

Evocation [Light] Level: Dru 5

As faerie fire, but negates magical darkness of up to 6th level and the subject takes a -6 circumstance penalty to AC.

FaeRie FiRe, LesseR

Evocation [Light] Level: Druid 1

As faerie fire, but the spell does not negate invisibility or magical darkness and does not impose a circumstance penalty to the subject's AC.

FiRe&olr, CjReaceR

Evocation [Fire] Level: Mage 6, Argent Dawn Templar 6

This spell functions like firebolt, except that it deals 1d8 points of initial fire damage per level (maximum 20d8), 8 points of damage per round for the next 4 rounds, and can stun targets of up to Large size.

FiRe&olr, LesseR

Evocation [Fire] Level: Mage 2, Argent Dawn Templar 2

This spell functions like firebolt, except that it deals 1d4 points of fire damage per level (maximum 10d4), 1 point of damage per round for the next 4 rounds, and can stun creatures of up to Small size.

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