Spell Resistance Falls To Column

The column deals ld6 points of fire damage for every two caster levels (maximum 5d6) each round for the first 3 rounds, and deals ld6 points of fire damage each round for the following 3 rounds. The column is stationary.

Damage Spells Mtg

Spell Effect

Material Component: A bit of brimstone and a drop of the caster's own blood (or whatever passes for blood).

Breath of Fire

Caster breathes fire after consuming liquid. Transmutation [Fire] Level: Sor/Wiz 2 Components: V, S, M Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Area: Cone

Duration: Instantaneous Saving Throw: Reflex half Spell Resistance: Yes

Description

The caster takes a drink and then spews forth flames to engulf his enemies.

Spell Effect caught in the cone take 2d4 points of damage +1 point per caster level (maximum of+10). Unattended objects also take this damage. Combustibles in the area catch fire.

Material Component: A beverage containing the equivalent of at least one shot of alcohol, which is consumed prior to casting the spell.

Brilliance Aura

Caster and nearby allies make Speller aft checks to cast spells for free. Transmutation Level: Sor/Wiz 7 Components: V, S Casting Time: 1 standard action Range: Personal Area: 20-ft.-radius emanation Duration: 1 round/level (D) Saving Throw: Will negates (harmless) Spell Resistance: No

Burrow

Components: V, DF Casting Time: 1 standard action Range: Personal Target: You

Duration: 1 hour/level or until discharged

Spell Effect

Whenever an ally (including the caster) casts a spell while within the aura, she may make a Spellcraft check (DC 30 + the spell's level). If successful, she casts the spell but it is not expended. The spell remains prepared or the spell slot remains unused. A natural roll of 4 or less always fails.

Burrow

Subject gains a burrow speed. Transmutation Level: Sor/Wiz 3 Components: V, S, F Casting Time: 1 standard action Range: Touch Target: Creature touched Duration: 10 minutes/level Saving Throw: None Spell Resistance: Yes (harmless)

Description

The nails on the hands and feet of the subject become perfect for digging as they harden and elongate.

Spell Effect

The spell's subject can burrow with a speed of 10 feet. The subject can tunnel through dirt, but not rock. Using the burrow spell requires as much concentration as walking, so the subject can attack or cast spells normally. The subject of a burrow spell cannot run while burrowing. The subject can choose to leave a tunnel in the dirt behind himself or close the tunnel, leaving no passage for others to follow. The elongated nails are suitable for digging, not combat. This spell provides no special benefit to making unarmed attacks, but neither does it hinder the subject's ability to attack or wield weapons normally.

Arcane Focus: The tipofaclawedlegfromacryptfiend.

Components: V, DF Casting Time: 1 standard action Range: Personal Target: You

Duration: 1 hour/level or until discharged

Description

The caster beseeches the surrounding spirits to help him on a specific task.

Spell Effect

Upon casting this spell, the caster declares one specific die roll that he expects to make within the duration of the spell (for example, "My first attempt to strike Baelzor the Defiler with my mace" or "My first attempt to save against the red dragon's breath weapon''). If the caster makes that die roll before the spell's duration expires, the spirits grant him a +5 bonus on the roll. Note that this is an unnamed bonus, and therefore stacks with all others.

The caster may only have one call of the spirits spell active at any one time. Subsequent castings replace earlier ones.

Description

The caster easily counters her opponent's spell.

Spell Effect

This spell does nothing at all by itself, but it may be used to counter any spell of 6th level or lower. All the normal rules for countering spells apply; counterspell counts as a copy of the spell being countered and therefore works automatically. Note that while the range of this spell is considerable, the caster still needs to identify the opposing spell as it is being cast, and thus counterspell is usually useful only at distances that enable the caster to hear and see the target (see the Player's Handbook, Chapter 4: Skills, "Skill Descriptions," Spellcraft).

Description

The caster surrounds herself with a pulsing aura of cerulean energy. This aura grants crystalline thought to all friendly spellcasters around her and empowers them to cast their spells without actually losing them.

Call of the Spirits

Caster gains a +5 bonus on one die roll. Necromancy

Counterspell

Automatically counters a spell. Abjuration

Level: Hlr 6, Sor/Wiz 6 Components: V, S Casting Time: 1 standard action Range: Long (400 ft. + 40 ft./level) Target: One creature casting a spell Duration: Instantaneous Saving Throw: None Spell Resistance: No

Cyclone

Windstorm lifts opponent into the air. Evocation [Air] Level: Drw 3, Sha 3 Components: V, S Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Target: One Medium or smaller creature Duration: 1 round/2 levels Saving Throw: Reflex negates (see text) Spell Resistance: Yes

Description

The caster summons a small cyclone that lifts the target into the air, spinning him rapidly and buffeting him with powerful winds.

Spell Effect

A 10-foot-high cyclone appears in the square you designate. A Medium or smaller creature within that square risks being battered by the cyclone and lifted into the air (Large and larger creatures are unaffected). The target is allowed an initial Reflex save to avoid taking 2d6 points of damage. If the target succeeds, he immediately moves to a square adjacent to the cyclone (if these squares are all occupied, he falls prone in one of them). If this save is failed, in addition to taking damage the subject must attempt another Reflex save or be lifted into the air and whirled viciously by the cyclone, taking 2d6 points of damage each round. A creature that can fly is allowed a Reflex save each round to escape the cyclone; the creature still takes damage but can leave if the save is successful.

A creature trapped in the cyclone cannot move but can otherwise act normally, though to cast a spell it must succeed at a Concentration check (DC 15 + the level of the spell the creature is attempting to cast). A creature caught in the cyclone takes a -4 penalty to Dexterity and a -2 penalty on attack rolls.

The cyclone is stationary and persists for the spell's duration. A creature moving into the square the cyclone occupies risks damage and entrapment, as described above. The cyclone can carry only as many creatures as can fit into its square (i.e. one Medium or Small creature), so if it is "full" other creatures passing through the square do not risk

Counterspell, Greater

Abjuration

This spell functions exactly as counterspellf, except that it counters spells of up to 9th level.

Counterspell, Lesser

Abjuration

Level: Hlr 3, Sor/Wiz3

This spell functions exactly as counterspellf, save that it counters spells of up to 3rd level.

Cripple, Mass

Transmutation Level: Sor/Wiz 6, Swh 6 Range: Close (25 ft. + 5 ft./2 levels) Targets: One living creature/level, no two of which can be more than 30 ft. apart

This spell functions like cripple*, except that it affects multiple creatures.

Crushing Wave

Giant wave pounds opponents and knocks them prone. Evocation [Water] Level: Sha 4, Sor/Wiz 3 Components: V, S, M Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Area: Line to maximum range Duration: Instantaneous Saving Throw: Reflex half Spell Resistance: No

Description

The caster evokes a 10-foot-high wave, which blasts forward at unstoppable speed.

Spell Effect

The wave travels along the ground or other semisolid surface (water, for example). Creatures within the wave's path take ld8 points of bludgeoning damage per caster level (maximum 10d8), with a Fortitude save allowed for half. Those who fail this save are also knocked prone (standing up is a move action).

Crushing wave cannot be cast into the air. This spell can be cast normally underwater.

Material Component: A drop of ocean water.

Dark Conversion

Plague Caster Conversion

Dark Conversion

Puts a weak target to sleep and turns her into a zombie.

Necromancy [Death, Fel]

Level: Ncr 5

Casting Time: 1 standard action

Target: One living creature with 1 Hit Die or fewer

Duration: Permanent

Saving Throw: None

Spell Resistance: Yes

Description

The target falls into a restless sleep for a few moments, emerging from her slumber as a zombie.

Spell Effect

This spell affects only creatures with 1 Hit Die or fewer. If the target fails her saving throw, she falls asleep (as the sleep spell) for ld4+l rounds. She can be awoken during this time, though doing so does not stop the horrible transformation that is to occur. After the allotted time asleep (whether or not she actually sleeps), the target's soul flies from her body, her heart stops and she becomes a zombie under the caster's control. A death ward, limited wish, restoration, miracle or wish spell prevents this transformation if cast on the target before she becomes a zombie.

Zombies created by this spell count toward the caster's limit of the number of undead he can control at one time (4 Hit Dice/caster level).

Material Component: An hourglass containing a measure of gold dust worth at least 50 gp.

Dark Metamorphosis

Caster takes on a demonic form and power. Transmutation [Fel] Level: Sor/Wiz 7 Components: V, S, M Casting Time: 1 standard action Range: Personal Target: You Duration: 1 round/level

Description

The caster transforms into a fearsome, black, demon-like creature. Long horns sprout from his head and wings grow from his back. His skin and all his belongings become void-black, and his only facial features are two glowing, slit-like red eyes.

Spell Effect

The caster transforms into a demon-like creature for the spell's duration. This grants him fast healing 3, damage reduction 10/good and silver, a +4 enhancement bonus to Strength and Constitution, and a +4 enhancement bonus to natural armor. In addition, he may cast orb of anruhiktion* each round as a standard action.

Material Component: A vial of demon blood, which the caster drinks.

Dark Sacrifice

Undead creature s destruction allows caster to recall expended spells. Necromancy Level: Gvn 2, Ncr 3 Components: V, S Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: One undead creature under your control Duration: Instantaneous Saving Throw: Will negates Spell Resistance: Yes

Description

The caster destroys an undead creature under her command, drawing its dark animating energy to empower her own spellcasting.

Spell Effect

This spell may only be cast on an undead creature under the caster's control. That creature is immediately capture — though they must make Reflex saves to avoid damage as normal.

Dark Conversion, Mass

Necromancy [Death, Fel] Level: Ncr 9

Range: Close (25 ft. + 5 ft./2 levels) Targets: One creature/level, no two of which can be more than 30 ft. apart

This spell functions like dark conversionf, except that it affects multiple creatures.

Material Component: An hourglass containing a measure of gold dust worth at least 100 gp per target.

Area: 20-ft.-radius emanation Duration: 1 round/level Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless)

Description

A glowing aura of blue light surrounds the caster, extending to swirl around his allies. This light seems intangible, but serves as a barrier against enemy attacks.

Spell Effect

All allies within the spells' area, including the caster, gain a +1 deflection bonus to AC for every 6 caster levels, to a maximum of +4 at caster level 20.

An ally gains these benefits only when in the radius of the spell. An ally within the radius when the spell is cast retains the benefits only while he remains within the spell's radius. An ally who enters the radius after the spell is cast gains the benefits for as long as he remains within the radius.

Dimension Blink

Caster teleports a short distance. Conjuration (Teleportation) Level: Sor/Wiz 5 Components: V, S Casting Time: 1 free action Range: Close (25 ft. + 5 ft./2 levels) Target: You

Duration: Instantaneous

Description

With a quick word and hard gesture, the caster vanishes and reappears a short distance away.

Spell Effect

The caster can teleport to any location within range that she can see. Casting this spell is a free action; a character can cast only one spell as a free action each round.

destroyed. The caster then recalls one or more spells that she has already prepared and expended (either by casting them or losing them through some other means). For every 2 Hit Dice of the undead creature destroyed, the caster can recall one spell level. These spell levels may be divided however the caster wishes.

For example, if Gul'zakar the necromancer casts dark sacrifice upon an undead creature with 6 Hit Dice, he gains three spell levels. He can recall one 3rd-level spell; a 2nd-level spell and a lst-level spell; or three lst-level spells. 0-level spells count as half a level for these purposes.

If the target succeeds at its Will save, the caster loses control of the creature.

Area: 20-ft.-radius emanation Duration: 1 round/level Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless)

Divine Grace

Subject gains spell resistance and +1 to AC. Transmutation [Good] Level: Hlr 2, Plw2 Components: V, S, DF Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: One creature

Death and Decay

Withers and destroys all within range. Necromancy Level: Ncr ? Components: V, S, M Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Area: 60-ft.-radius emanation Duration: Concentration, up to 1 round/level Saving Throw: Fortitude half Spell Resistance: Yes

Description

Negative energy infuses the area in visible puffs. Living creatures age rapidly, as skin sags and flesh sloughs off bones. Structures wither and collapse, suffering the effects of decades within a few seconds.

Spell Effect

All living creatures and non-natural structures in the area take 3d3 points of damage per caster level (maximum 20d8) per round from negative energy. Creatures are allowed Fortitude saving throws to halve the damage.

Since undead are powered by negative energy, this spell cures them a like amount of damage.

Material Component: A dead rose.

Devotion Aura

Surrounding allies gain bonuses to AC. Conjuration Level: Hlr 2, Plw2 Components: V, S, DF Casting Time: 1 standard action Range: Personal

Magic Spell Effects

Duration: 1 m in. /level

Saving Throw: Will negates (harmless)

Spell Resistance: Yes (harmless)

Description

Holy energy protects the subject from harm. Casters usually refer to this spell by the name of their deity or philosophy: for example, "Elune's grace" or "grace of the Holy Light "

Spell Effect

The subject gains a +1 sacred bonus to AC and spell resistance equal to 5 + caster level.

Divine Grace, Mass

Transmutation [Good] Level: Hlr 6

Range: Close (25 ft. + 5 ft./2 levels) Targets: One creature/level, no two of which can be more than 30 ft. apart

This spell functions like divine grace f, except that it affects multiple creatures.

Drunken Haze

Target becomes flammable and his vision grows blurry.

Enchantment [Mind-Affecting] Level: Sor/Wiz 2 Components: V, S, M Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: One creature Duration: 1 round/level Saving Throw: Will negates Spell Resistance: Yes

Material Component: A flask of ale or like amount of alcohol.

Forked Lightning

Bolts of electricity can hit multiple targets. Evocation [Electricity] Level: Sor/Wiz 2 Components: V, S Casting Time: 1 action Range: Close (25 ft. + 5 ft./2 levels) Target: Up to five creatures, no two of which can be more than 30 ft. apart Duration: Instantaneous Saving Throw: None Spell Resistance: Yes

Description

Electricity arcs from the fingertips of the caster's outstretched hand, striking up to five targets.

Spell Effect

Two arcs of electricity spring from the caster's fingers to strike two separate targets. The caster must make a ranged touch attack to hit his chosen targets. Inanimate objects cannot be damaged by the spell. Each bolt deals ld6 points of electrical damage plus 1 point of damage per caster level (maximum +10).

For every two levels past 3rd, the caster gains an additional bolt of forked lightning. The character has three at 5th level, four at 7 th level, and the maximum of five bolts at 9th level. If there are fewer than the maximum allowed targets then the extra bolts do not appear and are wasted; a single bolt can strike only one creature. The caster must designate targets before rolling for spell resistance or damage.

Description

The target is doused in flammable alcohol. In addition, the inebriating effects of strong spirits are imposed upon the target's mind.

Spell Effect

The target receives a-2 penalty to Dexterity and, because his vision is blurred, all opponents have concealment against him. In addition, he automatically catches on fire if he suffers at least 1 point of fire damage. (See the DMG v 3.5, Chapter 8: Glossary, "The Environment," Heat Dangers, for details on catching on fire.)

Frost Arrow

Arrow deals cold damage to and slows target. Conjuration (Creation) [Cold] Level: Sor/Wiz 2 Components: V, S, M Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Effect: One frost arrow Duration: Special (see text) Saving Throw: Will negates (see text) Spell Resistance: Yes

Description

Healing Light

Cures an ally or damages undead. Conjuration (Healing) Level: Hlr 3, Plw3 Components: V, S Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: One creature Duration: Instantaneous Saving Throw: Will half (see text) Spell Resistance: Yes

Description

A column of argent light, coruscating with positive energy, beams down on the target and heals his wounds

Spell Effect

The light heals 2d8 points of damage +1 point per caster level (up to +10) to living creatures.

Since undead are damaged by positive energy, this spell deals a like amount of damage to them, rather than healing them. Undead are allowed Will saves to halve the damage.

Healing Light, Greater

Conjuration (Healing) Level: Hlr 4, Plw4

As healing lightf, except that it heals 3d8 points of damage +1 point per caster level (up to +15).

Healing Light, Lesser

Conjuration (Healing) Level: Hlr 2, Plw2

As healing lightf, except that it heals ld8 points of damage +1 point per caster level (up to +5).

An arrow in the caster's grasp freezes and magically springs from her hand as it speeds to its target. The victim is momentarily encased in a shell of ice that quickly breaks away in thin shards, but leaves the victim achy and slowed.

Spell Effect

The caster must succeed at a ranged touch attack to hit the target. The arrow deals ld8 points of cold damage upon impact. The target is forced to make a Will saving throw or suffer an additional effect. Those who fail their saving throw are affected as though by a slow spell for 1 round/level.

A slowed creature can take only a single move action or standard action each round, but not both (nor may it take full-round actions). It takes a -1 penalty on attack rolls and Reflex saves, and to AC. It moves at half its normal speed (round down), which affects the creature's jumping distance as normal.

Frost arrow dispels but does not counter haste and does not otherwise affect magically speeded or slowed creatures.

Material Component: One normal arrow.

Frost Bolt

Blast of cold damages and stuns the target. Evocation [Cold] Level: Sha 3, Sor/Wiz 3 Components: V, S Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: One creature Duration: Instantaneous Saving Throw: Fortitude negates (see text) Spell Resistance: Yes

Description

The caster flings forth a blast of super-frozen ice and dancing blue energy. The frost bolt slams into the target, sending numbing waves of cold pulsing through his marrow.

Spell Effect

The caster must succeed at a ranged touch attack to hit with the frost bolt. The bolt deals 5d6 points of cold damage. Creatures who take damage from the frost bolt must succeed at a Fortitude save or be stunned for ld4 rounds, as the chill numbs their limbs.

Hooks of Binding

Entangles and anchors a demon or undead creature. Conjuration (Creation) [Force] Level: Hlr 3, Plw 3, Sor/Wiz 3 Components: V, S, M/DF Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Target One demon or undead creature with up to 12 Hit Dice Duration: 1 round/level Saving Throw: Fortitude negates Spell Resistance: Yes

Description

Spell Effect Level Wow

cannot move.

0 0

Post a comment