Real Magic Spells

Magic Spells Store

These eBooks can teach you how magic is something that you can easily learn on your own, at your own home. What if you had the ability to cast powerful love spells that could cause anyone to fall in love with you, or get your ex back? What if you had the power to cast spells to cause you to win the lottery or attract all the money you could ever want? What if you could cast spells to protect yourself, become a vampire, give yourself superhuman beauty, or heal yourself or anyone you know? Crystal Whitestone is a High White Witch that has learned the most powerful magic from the best mentors all over the world. Magic is real, and anyone who does not believe believes that at their peril. This set of books can teach even those who do not believe in magic to learn to cast powerful spells. The world can be yours. Continue reading...

Magic Spells Store Summary

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Contents: Spells Ebooks
Author: Crystal Whitestone
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Highly Recommended

Of all books related to the topic, I love reading this e-book because of its well-planned flow of content. Even a beginner like me can easily gain huge amount of knowledge in a short period.

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Spell Resistance Falls To Column

Plague Caster Conversion

Spell Effect Duration Instantaneous Saving Throw Reflex half Spell Resistance Yes Spell Effect Material Component A beverage containing the equivalent of at least one shot of alcohol, which is consumed prior to casting the spell. 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 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. 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...

Malygos the Spellweaver

Breath weapon, crush, frightful presence, tail sweep, epic weapons (lawful), spells, spell-like abilities Darkvision 120 ft., low-light vision, blindsense 60 ft., true seeing, booming voice, damage reduction 20 epic, Eternal immunities, Eternal presence (5,200 feet, DC 48), extra spells, fast healing 26, immortality, immunity to cold, magic detection and identification, resistance to acid, electricity, fire and sonic 10, uncanny dodge, shapechange, water breathing, zone of magic control, spell resistance 38, cold Craft (alchemy) +70, Decipher Script +70, Diplomacy +67, Gather lnforma-tion +67, Heal +66, lntimidate +67, Jump +74, Knowledge (arcana) +70, Knowledge (history) +70, Knowledge (the planes) +70, Listen +68, Search +70, Swim +74, Spellcraft +70 (+72 to decipher scrolls), Spot +68 Feats Alertness, Cleave, Control Magict, De

Spell Effect

This spell calls a single infernal that uses its meteoric impact ability, landing where you target the spell and causing a rain of fire effect* (see Chapter Two The Burning Legion in the Manual of Monsters and Chapter Four Magic in the Warcraft RPG) before it rises to attack your foes on the following round. Material Components Each casting of this spell costs 1,000 XP and an amount of gold as determined by your contract with the TothrezimW.

Evasive Totems [Toremic

Benefit You can create a permanent wooden totem of any totem spell you know. Crafting a totem takes 1 day for each 1,000 gp in its base price. When you create a totem, you set the caster level, which must be sufficient to cast the spell in question and no higher than your own caster level. The base price of a totem is (its spell level x its caster level x 75 gp). To craft a totem, you must spend 1 25 of this base price in experience points and use up raw materials costing 1 2 of this base price. When you craft a totem, you make any choices that you would normally make when casting the spell. A totem is a small wooden object, usually painted with fearsome voodoo designs. The magic in the totem is inert until someone plants it in the ground (a standard action that provokes attacks of opportunity). At that point, the totem's magic activates, just as if you had cast the spell. The magical effect stops when the spell's duration expires. The totem can be used only once.

Epic Counterspell [Epic

Prerequisites Improved Counterspell, Spellcraft 20 ranks, ability to cast 9th-level arcane or divine spells. Benefit When counterspelling, you may use any spell that is one or more spell levels higher than the target spell. In addition, when countering an opponent's spell, you may make a caster level check (DC 16 + the opponent's caster level). If you succeed, you do not need to expend a spell or spell slot to counter the spell. (You still must have an appropriate spell or spell slot available to make the attempt.)

Greater Link Spell [Metamagic

Mystic Creature Tattoos

Benefit Choose a spell with which you have Spell Specialization and that belongs to a school in which you have Spell Focus and Greater Spell Focus. Your caster level is considered to be 4 levels higher when casting that spell. This change affects all variables associated with caster level, including level-dependent variables (such as range or damage), and dispel and spell penetration checks. In addition, when you prepare that spell with a metamagic feat, it takes up a spell slot two levels lower than normal, to a minimum of its normal level. For example, if Leanine Starborn takes Greater Spell Specialization and chooses blizzard* (a 3rd-level spell), she can prepare a maximized blizzard as a 4th-level spell, an empowered blizzard as a 3rd-level spell and so on. You can cast spells much faster than normal. Benefit You can cast a hastened spell as a move action. Casting the spell provokes attacks of opportunity, as normal. Only spells that have a casting time of 1 standard action can...

Mannoroth the Destructor

Warcraft Shadows And Light

Male Pit Lord CR 45 Gargantuan outsider (chaotic, demonic, evil, extraplanar) HD 45d8+585, hp 787 Init +2 Spd 50 ft., fly 40 ft. (poor) AC 44, touch 8, flat-footed 42 Base Atk+45 Grp +77 Atk+68 melee (4d6+35 17-19 plus 1d6 acid or cold, +5 two-bladed sword) Full Atk +66 +61 +56 +51 melee (4d6+25 17-20 plus 1d6 acid or cold, +5 two-bladed sword) and +66 melee (4d6+15 17-20 plus 1d6 cold or acid, +5 two-bladed sword), or +61 melee (2d6+20, 2 slams) Space Reach 15 ft. 10 ft. SA death throes, doom stomp, fel strike, spell-like abilities, summon demons, sweeping cleave, tail sweep SQ darkvision 60 ft., blood taint, damage reduction 15 good, detect magic, divination sensitivity, rebirth, regeneration 10, see invisibility, spell resistance 33, demonic traits (frightfuil presence DC 37), chaotic subtype, demonic subtype, evil subtype, outsider traits AL CE SV Fort +37, Ref +28, Will +29 Str 50, Dex 15, Con 37, Int 14, Wis 20, Cha 20. Languages Spoken Common, Eredun, Orc. Skills Bluff+30,...

Roleplaying Notes

Burning Legion Soldiers

On the rare occasions Tichondrius is called on to fight his own battles, he engages with his most powerful spells first. The moment things look bleak, he teleports away to safety. Battered and bleeding, Ursol let out a thundering roar and the earth beneath the building crumbled, swallowing both building and sorcerers. Suddenly another stalker leaped from a nearby alley, its bony horns piercing Ursol as he reared to cast a spell. Ursoc leapt to help his brother as blood spurted around the golden bands on the stalker's horns, but it was too late. As Ursoc tore the beast's body away from its head, his brother slumped to the cobblestones.

Miscellaneous Alchemical Equipment

Vial Bandolier The vial bandolier holds up to 20 vials for potions and alchemical mixtures, allowing such vials to be drawn (but not consumed) as a free action. They are sufficiently braced to avoid breakage in most instances, short of the wearer rolling a 1 on a saving throw (in which case they are subject to normal item damage, as other equipment see WoW RPG, Chapter 15 Spellcasting, Spell Descriptions, Saving Throw).

Naga Priest Priestess of the Tides

Some naga revere their queen, Azshara, and their faith in her and in naga superiority grants them power. They wield the freezing cold of the arctic north they command the fury of ocean storms. They also draw upon their race's arcane legacy to protect themselves. These potent spellcasters are called priestesses of the tides. Informally, they bear the name sea witch. Most priestesses of the tides are females. The occasional male naga joins their ranks however, these are vanishingly rare, as most male naga don't have the intelligence (or Spirit) to make spellcasting a viable pursuit. Male naga who join these ranks are called priests of the tides. (at 3rd, 5th, and 7th level, for example), she chooses any spell with the air, cold, and or electricity descriptor. She adds this to her priest spell list at the same level as the spell list from which she selected it. She can choose only spells of a level she can cast. For example, a priestess who selects cyclone (a 3rd-level druid spell that...

May you be one of those the archdruid concluded aware that he had likely imagined what he had seen May Goldrinn watch

Gargantuan moths, carrion birds, dragonhawks, and, foremost, the remaining dragons of the red, green, and even blue flights. Though led by others than their respective Aspects, the dragons were well versed in combat. The three dragonflights flew separate from one another, for each had its own method of battle, in addition to their mighty jaws and claws. The blue wielded magic spells of incredible power, the red breathed searing fire, and the green, of course, touched upon their dream abilities. Thinking of the spirit caused the night elf to think also of Remulos. Cenarius's son was nowhere to be sensed. Malfurion had hoped to find Remulos during this spell and the fact that he had not boded ill. Only where the Nightmare stood ascendant in the Dream were things shielded from the archdruid.and if Remulos was there

Creating a Guardian ofTirisfal

Banishing Strike (Su) At will, a Guardian of Tirisfal can make a melee touch attack against a demon with one normal attack. On a successful hit, the target must make a Will save (DC 10 + half the Guardian's character level or HD + the Guardian's Charisma modifier) or be banished instantly from the plane of Azeroth. Spell resistance does not function against a banishing strike. Spell Resistance (Ex) A Guardian of Tirisfal has spell resistance 5 + character level (max 25).

Tyrande Whisperwind Priestess ofElune

Female Night Elf CR 25 Medium humanoid (night elf) HD 17d8+7d10+120, hp 235 Init +6 Spd 30 ft. AC 34, touch 16, flat-footed 33 Base Atk +15 Epic Atk +2 Grp +22 Atk +29 ranged (1d8+10 x3 plus 1d6 fire, bow of EluneXX) Full Atk +29 +24 +19 ranged (1d8+10 x3 plus 1d6 fire, bow ofElune) SA divine urge, spells, turn undead (11 day) SQ superior low-light vision, aura, divine defense, healing touch, mounted command, mounted expertise, protection domain, spontaneous casting (cure spells), woodland ride, night elf traits AL LN SV Fort +28, Ref +21, Will +32 Str 20, Dex 23, Con 21, Int 20, Wis 35, Cha 26. Languages Spoken Common, Darnassian, Thalassian, Taur-ahe. Skills Bluff +13, Climb +9, Concentration +16, Diplomacy +17, Gather Information +13, Handle Animal +18, Heal +17, Intimidate +10, Jump +9, Knowledge (arcana) +15, Knowledge (military tactics) +10, Knowledge (nature) +9, Knowledge (religion) +15, Listen +17, Ride +22, Sense Motive +17, Spellcraft +18, Spot +17, Survival +18, Swim +10....

Lord ofthe Night Elves

Fraces Chaparritas

Male Night Elf CR 38 Medium humanoid (night elf) HD 35d8+210, hp 367 Init +12 Spd 20 ft. AC 27, touch 19, flat-footed 23 Base Atk +14 Epic Atk +8 Grp +29 Atk +34 melee (1d6+12, Whitheroaktf) Full Atk+34 +29 +24 melee (1d6+12, Whitheroak) SA spells SQ superior low-light vision, dreamwalking, green sleep, improved uncanny dodge, locate object 1 day, swift tracker, timeless body, trackless step, trap sense +2, uncanny dodge, venom immunity, wild healing +5, wild shape 5 day, woodland stride, shadowmeld, resistance to cold and fire 5, spell resistance 30, night elf traits AL CG SV Fort +27, Ref+29, Will +35 Str 24, Dex 27, Con 23, Int 22, Wis 37, Cha 29. Languages Spoken Common, Darnassian. Skills Bluff +8, Climb +5, Concentration +26, Diplomacy +17, Gather Information +10, Handle Animal +29, Heal +8, Hide +13, Intimidate +5, Jump +5, Knowledge (arcana) +13, Knowledge (military tactics) +10, Knowledge (nature) +24, Knowledge (religion) +13, Listen +12, Move Silently +33, Ride +5, Search...

Ragnaros the Firelord

Nities, Eternal presence (6,400 ft., DC 50), elemental command (DC 50), elemental magic control (fire), fast healing 32, immortality, immunity to fire, resistance to acid, cold, electricity and sonic 10, uncanny dodge, damage resistance 30 epic, spell resistance 38, fire subtype, elemental traits, Eternal traits Fort +43, Ref +55, Will +37 Str 32, Dex 39, Con 28, lnt 21, Wis 20, Cha 27

Rown of the DReadloRd

Power If a non-evil creature attempts to wear one of these crowns, the sharp tips bend and pierce the skin, dealing 1d6 points of damage each round. The damage ignores all resistances. If worn by an evil creature, the crown provides a +6 enhancement bonus to Stamina and grants the creature one additional spell slot for each spell level it can cast however such bonus spells must be from the school of necromancy. This benefit does not stack with similar abilities provided by other magic items. In addition, the crown's wearer can cast finger of death once per day. If the spell deals damage, the wearer regains a like amount of hit points. If the spell slays the target, assume that the spell dealt damage equal to the exact number of hit points required to kill the creature for the purpose of determining how many hit points the wearer regains (i.e., the creature's current hit points plus its Stamina score).

Archimonde the Defiler

Wow Image Epic Archimonde

Male Eredar Warlock CR 50 Gargantuan outsider (chaotic, demonic, Eternal, evil, extraplanar) HD 44d8+440, hp 792 Init +7 Spd 85 ft., fly 140 ft. (good) AC 39, touch 25, flat-footed 39 Base Atk+44 Grp +71 Atk+55 melee (2d6+22 plus 2d6 fel and 2d6 fire, claw) Full Atk +55 melee (2d6+22 plus 2d6 fel and 2d6 fire, 2 claws) Space Reach 15 ft. 15 ft. SA epic weapons (chaotic and evil), fel strike, spells, spell-like abilities, summon infernal SQ darkvision 120 ft., low-light vision, true seeing, arcane mastery, booming voice, chaotic casting, damage reduction 20 epic and 15 good, Eternal immunities, Eternal presence (4,400 ft., DC 45), fast healing 22, immortality, nether spells, regeneration 10, resistance to acid, cold, fire, electricity and sonic 10, spell resistance 35, uncanny dodge, withering blight, demonic traits (frightful presence DC 45), chaotic subtype, demonic subtype, evil subtype, outsider traits, Eternal traits AL CE SV Fort+40, Ref+35, Will+38 Str 41, Dex 16, Con 31, Int...

You will do as I command

It was a unique variation of a spell used to strengthen a druid's own skin against attacks. Malfurion had developed it to use against the Burning Legion. Long ago, he had come to the realization that every spell could have a reverse and, in this case, adverse reaction from that originally intended. The powder had been ground from the hardest of barks. Remulos stiffened. He now was more statue than living. The rage still in his eyes was clearly that of the Nightmare Lord. The irony of the spell was not lost on Malfurion he had transformed Xavius into a tree and now he did virtually the same to poor Remulos. A part of the archdruid wanted to stop what he was doing, but a tearful Malfurion knew he had no choice but to complete the horrific spell. Malfurion quickly cast a spell, but one aimed at himself. He not only felt his own defenses heighten, but his strength and agility also increased. The druids called it the mark of the wild, and Malfurion had learned it from Cenarius. Now he was...

Kiljaeden the Deceiver

Male Eredar Warlock CR 59 Gargantuan outsider (chaotic, demonic, Eternal, evil, extraplanar) HD 24d8+36d4+720, hp 1,056 Init +9 Spd 85 ft., fly 140 ft. (good) AC 48, touch 34, flat-footed 48 Base Atk +24 Grp +69 Full Atk +69 melee touch (spells), or +59 ranged touch (spells) Space Reach 15 ft. 15 ft. SA demon mastery, epic weapons (evil), spells, spelllike abilities SQ darkvision 120 ft., low-light vision, true seeing, booming voice, demonic lore, enhanced conjuring, Eternal immunities, Eternal presence (6,000 ft., DC 64), extended summoning, improved ally, arcane mastery, chaotic casting, nether spells, fast healing 30, antimagic resistance, regeneration 10, damage reduction 20 epic and 15 good, resistance to acid, cold, electricity, fire and sonic 10, spell resistance 35, demonic traits (frightful presence DC 64), chaotic subtype, demonic subtype, evil subtype, outsider traits, Eternal traits. AL NE SV Fort+50, Ref+45, Will+47 Str 40, Dex 21, Con 34, Int 37, Wis 29, Cha 46....

Uther the Lightbringer

Typical Paladin WarriorSpellsPrepared(4 4 4 3 save DC 18 + spell level) 1st bless, divine favor, protection from chaos, shield of faith 2nd divine graceff, remove paralysis, resist energy, shield other 3rd discern lies, hooks of bindingff, magic circle against chaos, remove blindness deafness 4th dispel chaos, dispel evil, freedom of movement.

Medivh Guardian ofTirisfal

Male Outsider CR 43 Medium outsider (Eternal) HD 35d4+280, hp 420 Init+9 Spd 60 ft. AC 58, touch 53, flat-footed 58 Base Atk +10 Epic Atk +8 Grp +15 Atk +28 melee (1d4+10 17-20 plus 1d6 cold, +5 keen icy burst adamantine dagger) Full Atk +28 +23 melee (1d4+10 17-20 plus 1d6 cold, +5 keen icy burst adamantine dagger), or spell +23 melee touch, or spell +23 ranged touch SA banishing strike (DC 49), epic weapons (evil), smite outsider, spells, spell-like abilities SQ darkvision 120 ft., low-light vision, true seeing, contact other plane, demon mastery, demonic companion, demonic lore, detect outsiders, distant sight (22 day), enhanced conjuring, extended summoning, improved ally, locate creature, planar cohort, summon familiar, booming voice, damage reduction 20 epic, Eternal immunities, Eternal presence (3,500 ft., DC 49), fast healing 17, immortality, resistance to acid, cold, electricity, fire and sonic 10, spell resistance 35, telepathy, uncanny dodge, vision, human traits, Eternal...

OgRe Mage CReatuRe Class

Class Skills Climb (Str), Jump (Str), Knowledge (arcana), Listen (Spt), Spellcraft (Int), Spot (Spt), Survival (Spt), Swim (Str), and Use Magic Device (Cha). See WoW RPG, Chapter 5 Skills for skill descriptions. Spellcaster An ogre mage casts spells as a member of a specific healer or arcanist path. The ogre mage casts spells as a member of that class equal to his ogre mage Hit Dice. These levels stack with actual class levels to determine his spellcasting ability. For example, if the ogre mage selects warlock, and he is a 7th-level ogre mage 3rd-level warlock, he casts spells as a 7th-level warlock (since he has 4 ogre mage Hit Dice and 3 warlock levels). He is otherwise a 3rd-level warlock (for the purposes of class features like arcana and bonus feats). Spells Ogre magi have certain spells that are inherent to their natures spells that Gul'dan considered important for his purposes. Therefore, no matter what the ogre mage's spellcasting class, he adds the following spells to his...

Magic Twists as ears Turn

More Magic & Mayhem brims with magic and technology steeped in the Warcrafc setting. Heroes hardwire new weapons, research arcane secrets, and call forth mighty creatures to smash their foes. Based on the best-selling World of Warcrafc computer game, More Magic & Mayhem contains a wealth of new spells, feats, classes, magic items and technology. New spells, abilities, magic items and technological devices that enhance, mangle, and squawk.

Ansirem Runeweaver thLevel Wizardth Level Archmage

Male Human CR 18 Medium humanoid (human) HD 18d4+18, hp 63 Init +2 Spd 30 ft. AC 12, touch 12, flat-footed 10 Base Atk +8 Grp +8 Atk +8 melee (1d6, staff) or +10 ranged touch (spell) Full Atk+8 +3 melee (1d6, staff) or+10 ranged touch (spell) SA spells, arcane fire, arcane reach, mastery of elements, spell power SQ contingency, spell-like ability (teleport 2 day) AL LN SV Fort +6, Ref +9, Will +13 Str 10, Dex 14, Con 13, Int 25, Wis 12, Cha 11. Languages Spoken Common, Dwarven, Thalassian. Skills Appraise +7 (alchemical items +9), Concentration +22, Craft (alchemy) +19, Decipher Script +17, Diplomacy +4, Gather Information +2 (local +4), Knowledge (arcana) +17, Knowledge (architecture engineering) +11, Knowledge (dungeoneering) +10, Knowledge (geography) +12, Knowledge (history) +13, Knowledge (local) +14, Knowledge (nature) +10, Knowledge (nobility) +14, Knowledge (religion) +10, Knowledge (the planes) +13, Search +16, Spellcraft +30, Survival +1 (keep from getting lost, avoid...

Fel Infusion [Metamagic

You can inundate your spells with fel energy, drawing strength from the dark powers. Benefit A spell modified by this feat gains the fel descriptor in addition to its normal descriptors. (Spells with the fel descriptor grant the caster increased saving throw DCs by +2 and a +10 fel bonus on caster level checks to overcome spell resistance.) In addition, any damage that the spell inflicts is fel damage instead of normal damage. For example, a magic missile altered by Fel Infusion inflicts ld4+l points of fel damage. Note that the spell is still a force effect, as it retains its old descriptors. A spell modified by Fel Infusion uses up a spell slot three levels higher than the spell's actual level. Each copy is at half potency. If the spell inflicts damage, the damage is halved (round down). If the spell does not deal damage and has a duration longer than instantaneous and shorter than permanent, the duration is halved (round down). If the spell does not deal damage and does not have a...

Wand Special Abilities

Contingent Wands of this type can be set to cast a spell whenever some condition affects their owner, exactly as if a contingency spell was used. The wand's owner only needs to have the item on his person for the contingency to function. For example, a wand of contingent water breathing could be set to activate whenever the owner became immersed in liquid. When the contingent effect activates, 1 additional charge is drained from the wand, in addition to the charge used by the spell itself. Empowered The spells stored in the wand can be cast as though prepared with the Empower Spell feat. Doing so drains 3 charges instead of 1. The wand can employ this ability only once per minute. Moderate indeterminate CL 7th Craft Wand, Empower Spell Price +2,000 gp. Enlarged The spells stored in the wand can be cast as though prepared with the Enlarge Spell feat. Doing so drains 2 charges instead of 1. The wand can employ this ability only once per 5 rounds. Faint indeterminate CL 5th Craft Wand,...

Scarlet Crusade Forces

Skills Heal +18, Knowledge (military tactics) +4, Knowledge (nature) +8, Knowledge (religion) +11, Listen +8, Sense Motive + 13, Spellcraft +9, Spot +8, Survival +12. Priest Spells (6 5 5 4 3 2 save DC 13 + spell level) The Scarlet Chaplain's high Spirit score and ranks in Spellcraft allow her to prepare 11 spells per level she can prepare most of the spells on the Priest spell list. She favors the following spells Domains Protection (the Scarlet chaplain casts Protection spells as an 11th-level caster, protection aura 1 day), Healing (the Scarlet chaplain casts Healing spells as an 11th-level caster).

Dark Iron Dwarf Forces

Dark Iron Fire Elemencalisc, 6ch-Level Elemencalisc* Male Dark Iron Dwarf CR 6 Medium humanoid (Dark Iron dwarf) HD 6d6, hp 23 Init +6 Spd 20 ft. AC 17, touch 12, flat-footed 15 Base Atk +3 Grp +5 Atk Full Atk +6 melee (1d4+2 19-20, dagger) SA call elemental 1 day, spells SQ darkvision 60 ft., elementalist spell list, familiar (lizard), Dark Iron dwarf traits AL CE SV Fort +2, Ref +4, Will +6 Str 15, Agy 14, Sta 10, Int 16, Spt 12, Cha 6. Skills Climb +5, Concentration +9, Craft (weaponsmithing) +12, Knowledge (arcana) +12, Knowledge (planes) +12, Listen +3, Spellcraft +14, Spot +3. Elemantalist Spells (5 5 5 4 save DC 13 + spell level) The Dark Iron fire elementalist's high Intellect score and ranks in Spellcraft allow him to prepare 12 spells per level he can prepare most of the spells on the elementalist spell list. He favors the following spells

Real Magic Power6th Sense

Special Attacks Epic weapons (chaos and evil), spells, spell-like abilities, chaosblast, poison, constriction, ink jet Special Qualities Darkvision 120 ft., low-light vision, true seeing, arcane overload, magical battery, sorceress supreme, heavy scales, aquatic healing, uncanny dodge, water breathing, booming voice, damage reduction 20 epic, Eternal immunities, Eternal presence (4,300 ft., DC 43), fast healing 21, immortality, keen senses, resistance to acid, cold, electricity, fire and sonic 10, spell resistance 35, uncanny dodge, naga traits, Eternal traits Intimidate +21, Knowledge (arcana) +46, Knowledge (nature) +12, Knowledge (religion) +17, Perform (sing) +15, Ride+26, Sense Motive+15, Spellcraft +46, Spot +13, Swim +31

Hazza Rahs ChaRm of Destruction

Powers Hazza'rah's charm of destruction provides a +2 enhancement bonus on Spellcraft checks concerning necromancy magic, a +2 enhancement bonus on checks to overcome spell resistance with necromancy spells, and a +2 bonus on touch attack rolls made with necromancy spells.

Giant TuRtle Battle

In the Second War, the Stormreaver clan captured giant turtles for this purpose and pacified them with powerful spells of control. Since that time, goblins have bred giant turtles to be calmer and more docile. These turtles, which the goblins use for their subs, are tame and do not require magical control.

Druid Variant Druid of the Nightmare

Druid The Nightmare

Druids of the Nightmare do not gain a skill bonus to Knowledge (nature) or Survival. They use the standard druid spell list, save that they gain different domains. Druids of the Nightmare do not have animal companions and cannot rebuke or bolster animals or plants. Druids of the Nightmare to do not gain the standard druid inspirations. 1st Level Child of Nightmares (Ex) A druid of the Nightmare adds all spells with the mind-affecting descriptor to the druid spell list. She gains one extra spell slot each day for each spell level that she can cast these extra slots can be used only to cast mind-affecting spells.

Enchanter Variant Martial Enchanter

The enchanter prestige class in More Magic and Mayhem presumes the enchanter is a student of magic. Yet, not all enchanters are spellcasters. The act of destruction releases energy and sometimes a reckless warrior or an inquisitive tinker may stumble upon the means to absorb this energy and channel it into creation. Skills Craft (any) 8 ranks, Spellcraft 4 ranks. Martial enchanters do not gain additional spellcasting as a class feature. Instead they gain the following ability

Encounter The Lake Guardian EL

Placenta Histology Labeled

Creature The lake guardian is an arcane nullifier. Goldknuckle purchased a broken version from a down-on-his-luck gnome tinker and revamped it. Goldknuckle coated the construct with a special resin of his own design that makes it waterproof (at least for a time), as well as installing propellers for underwater movement. He swapped out the creature's arms for blades, which deal slashing damage. Advanced Arcane Nullifier X-21 CR 10 Large construct (mechanical) HD 20d10+30, hp 140 Init -2 Spd 40 ft., swim 40 ft. AC 17, touch 7, flat-footed 17 Base Atk +15 Grp +26 Atk +21 melee (2d6+7 19-20, blade) Full Atk +16 +16 melee (2d6+7 19-20, blades) Space Reach 10 ft. 10 ft. SA rechannel spell SQ darkvision 60 ft., hardness 5, malfunction, spell resistance 25, construct traits AL N SV Fort +6, Ref +4, Will +6 Str 25, Agy 7, Sta -, Int 1, Spt 10, Cha 1. SA Rechannel Spell (Su) If the arcane nullifier's spell resistance protects it from a spell, the creature stores that spell within its body. On...

Ircane Spells as Runes

Inscribers learn, through the exploration of the runic mysteries, to cast certain arcanist spells as runes. This change has the following effects on such spells The spell must be empowered into a rune, as runes are. The inscriber does this by creating spontaneous, scribed or permanent runes (see Chapter 2 Enchantments, Runes and Brews, The Runic Art, for details). The spell's components change. Runes do not have verbal components, and have somatic components only if the original spell had them. All runes have the material focus component, even if the spell does not however, if the original spell possesses a material or focus component, casting that spell as a rune changes the nature of that material or focus to the runes themselves (as with other runes). The only exception is with material components (but not focuses) with a gold piece cost such components must still be supplied. The spell's range remains the same, unless the inscriber casts it as a spontaneous rune, in which case the...

Table The Epic Priest

Cleric Shadows

Turn Undead (Su) The priest turns undead as a Player's Handbook cleric of his divine spellcaster levels + class level + paladin warrior levels (if any), as normal. Bonus Feats The epic priest gains a bonus feat (selected from the list of epic priest bonus feats) every 3 levels higher than 10th (13 th, 16th, and so on). Epic Priest Bonus Feat List Armor Skin, Automatic Quicken Spell, Automatic Silent Spell, Automatic Still Spell, Craft Epic Arms and Armor, Craft Epic Rod, Craft Epic Staff, Craft Epic Wondrous Item, Efficient Item Creation, Enhance Spell, Epic CounterspellS, Epic Spell Penetration, Epic Spellcasting, Forge Epic Ring, Ignore Material Components, Improved Combat Casting, Improved Heighten Spell, Improved Metamagic, Improved Spell Capacity, Intensify Spell, Master Staff, Master Wand, Multispell, Permanent Emanation, Planar Turning, Positive Energy Aura, Scribe Epic Scroll, Spectral Strike, Spell Opportunity, Spontaneous

Lands of Darkness Lands of Demons

It was soon discovered that the use of magic without constraint didn't mean that magic could be used without consequence. Relations between the newly independent human nations were strained as the rulers of the magocracies became increasingly withdrawn and obsessed with amassing magical power. This led them straight into darkness where they found demons waiting. What happened in the years following is a secret history that has only been uncovered in recent times. To most people of Quel'Thalas, the dwarven citadels and the seven kingdoms, these were centuries of peace and prosperity. Yet unbeknownst to all but a few, the powerful spells of elven and human mages had quietly called to the Burning Legion. The demons were happy to answer the summons and began to slip back into Azeroth. An elven society called the Council of Silvermoon had long ago sworn to forestall any full return by the Legion this society met with the most powerful wizards of the human nations to form the Order of...

Nature Resistance Totem

Like the other Resistance Totems this totem can be used to help the user subvert the effects of Nature damage. In PVE Nature damage primarily comes in the form of lightning damage or poison damage. Since Shaman's have the Cure Poison ability, this Totem will only be used to reduce the effectiveness of monsters that rely on nature related spell-casting. In PVP Druids are the primary sources of nature related damage. To reduce the effect of a couple of their spells this totem might come into play. However, for the most part this totem isn't very useful.

Combating the Melee Monster

If you have a high spirit and intellect then you may opt to use more spell-casting throughout the battle. Just remember that at some point you will likely have to sit down to drink. If you find that this particular monster likes to call for help when near death, then save yourself the trouble and Ghost Wolf out of there. That doesn't mean giving up it just means that you will have to pull them outside the hearing distance of his allies. Once you've cast Lightning Bolt for the first time use Frost Shock and back up as far as you can with the monster still following. Once you are 50 yards away from his companions they will not come to his rescue. If you had not done this you would be fighting an endless chain of enemies if you tried to fight them in close proximity. Generally speaking most beasts will fall into this category except for those that have the uncanny ability to spit lightning.

Tal ai and Hakkari Forces

The Hakkari are intelligent opponents, but their fervor dilutes their cunning. Some priests charge into battle, eager to smash their foes in melee combat, when staying away from the enemy and casting spells may be a better option. These zealots' cooler-headed comrades perform this function, staying away from the enemy especially types that look like they could put on the hurt in melee combat and cast spells to throw their enemies into confusion. They favor spells like shadow word pain, dispel magic, summon undead and death coil. Powerful priests make liberal use of blasphemy. After they exhaust the offensive spell slots in their two highest levels, they enhance themselves and their allies with inner fire, heroism and avatar and charge into melee. Once there, they strike with their weapons and with spells like inflict critical wounds and harm. Skills Concentration +22, Knowledge (religion) +17, Spellcraft +15. Priest Spells (6 6 6 5 5 3 2 1 save DC 14 + spell level) The Atal'ai high...

Battle Shaman Alterations

Battle shaman have much slower spell progression than normal shaman in fact, they don't even gain spells until 4th level and cannot cast spells higher than 4th level. A battle shaman's caster level is equal to half his shaman level. Use Table 2-2 Battle Shaman Spell Slots per Day to determine the battle shaman's spell progression. (Battle shaman gain domains and domain spells like other shaman, but, as their spell progression is slower, they do not gain as many domain spells.) In addition, battle shaman do not get Brew Potion at 1st level, nor do they gain the rebirth inspiration at 16th level. They cannot turn or rebuke elementals. Instead, battle shaman gain the following class features at the indicated levels

Cenarion Circle Forces

The members of the Cenarion Circle are druids, and thus use the same tactics as all druids. While each operative's preferred method varies, all of them use nature as their foremost ally. After all, no intelligent creature is as reliable as the earth, the trees and the wind. The druids of the Cenarion Circle create walls of spiky thorns and command roots to entangle their foes, restricting their maneuverability and speed. The druids then cast spells on themselves and their allies to increase their prowess in battle and summon different animals to fight on their side. They also use lethal spells to bring down their enemies, targeting arcanists whenever they can. Druid Spells (4 4 3 save DC 13 + spell level) Subversive Spells (2 1 save DC 13 + spell level) The Cenarion's subversive's high Spirit score allow her to prepare 9 spells per level she can prepare many of the spells on the druid and subversive spell lists. Subversive Spells (2 1 save DC 13 + spell level) The Cenarion...

Area Mael Shelubs Tower EL variable

Creatures If Mael did not have a chance to call his zombies, only 9 are here (8 if the zombie from Area 2 never arrived). If Mael summoned his zombies, he has cast all his 2nd-level spells for the day. Skils Climb +9, Concentration +18, Hide +7, Jump +7, Knowledge (religion) +12, Listen +5, Spellcraft +6, Spot +9. Arcane Spells Known (6 8 7 7 5 save DC 15 + spell level) 0 arcane mark, detect magic, detect poison, mage hand, prestidigitation, ray of frost, read magic, touch of fatigue 1st alarm, chill touch , magic missile, mysterious purple blastTT, protection from good 2nd command undead , recall undeadtt , soul preservationTT , unholy frenzy 3rd dark sacrificeTT , death coil* , frost nova* 4th enervation , summon undead IVTT - These spells belong to the necromancy school. Due to Mael Shelub's Spell Focus feats, the DC for these spells is 17 + spell level. Tactics If pressed into combat, Mael Shelub remains above the fray. He uses a charge from his wand of stoneskin in the first...

Feacs Skills and QeaR

Skills Concentration +8, Decipher Script + 11, Diplomacy +7, Knowledge (arcana) +13, Knowledge (the planes) +11, Sense Motive +7, Spellcraft +15. Note Maith'hal is a focused mage (a variant class from the forthcoming Alliance Player's Guide), which is why he doesn't have a familiar. Instead, he has an extra 2nd-level spell slot.

Hidden Warlock Alterations

A hidden warlock's spell list is slightly different, to enable him to more easily disguise his nature. Add the following spells to a hidden warlock's spell list at the indicated levels. However, you must select three 2nd-level, one 3rd-level, one 4th-level, one 5th-level, and one 7th-level spell on the warlock spell list in the WoW RPG book (or More Magic & Mayhem or another book, if your GM allows). Remove the selected spells from the hidden warlock's spell list.

Naga Siren ndLevel Naga Mage rdLevel Naga

Skills Concentration +11, Craft (alchemy) +8, Knowledge (arcana) +13, Knowledge (religion) +11, Spellcraft +15, Stealth +4, Swim +13. Mage Spells (5 5 4 3 save DC 15 + spell level) The naga siren's high Intellect score and ranks in Spellcraft allow her to prepare 9 spells per level she can prepare many of the spells on the mage spell list. She favors the following spells

Tichondrius the Darkener

Male Nathrezim CR 44 Medium outsider (demonic, evil extraplanar, lawful) HD 8d8+33d4+164, hp 282 Init +9 Spd 50 ft., fly 90 ft. (good) AC 31, touch 23, flat-footed 26 Base Atk +13 Grp +40 Atk +40 melee (1d8+9 plus 1d6 fel and 1d6 fire, claw) Full Atk+40 melee (1d8+9 plus 1d6 fel and 1d6 fire, claws) SA death touch (3 day, 13d6), dominate, energy drain, fiendish defense, summon infernal, spell-like abilities, spells, vampiric aura SQ darkvision 60 ft., animate dead (6 day), create undead (2 day), death pact (4 day), death resistance, undying, damage reduction 5 good or silver, fast healing 5, fiendish defense, spell resistance 26, evil subtype, lawful subtype, demonic traits (frightful presence DC 41), outsider traits AL LE SV Fort+30, Ref+31, Will +36 Str 22, Dex 21, Con 19, Int 36, Wis 27, Cha 32. Skills Bluff+57, Concentration +48, Decipher Script+33, Diplomacy +59, Disguise +55, Gather Information +55, Hide +49, Intimidate +37, Knowledge (arcana) +57, Knowledge (the planes) +45,...

Norgannon the Dreamweaver

Domination (DC 67), epic weapons (lawful), spell-like abilities, spells Darkvision 246 mi., low-light vision 410 mi., blindsight 82 mi., true seeing, booming voice, damage reduction 20 adamantine and epic, Eternal immunities, Eternal presence (8,200 ft., DC 67), fast healing 41, favored enemy (chaotic outsiders), flight, immortal, keen senses, metal flesh, resistance to acid, cold, electricity, fire and sonic 10, shining brilliance, sense life, skill master, spell resistance 35, telepathy, uncanny dodge, air subtype, lawful subtype, water subtype, titan traits, Eternal traits Bluff +74, Concentration +123, Craft (calligraphy) +112, Craft (painting) +64, Decipher Script +112, Knowledge (arcana) +122, Knowledge (architecture and engineering) +122, Knowledge (dungeoneering) +122, Knowledge (geography) +122, Knowledge (history) +122, Knowledge (local) +122, Knowledge (military tactics)* +122, Knowledge (nature) +122, Knowledge (nobility and royalty) +122, Knowledge (religion) +122,...

Khazgoroth the Shaper

Domination (DC 65), epic weapons (lawful), spell-like abilities Darkvision 240 mi., low-light vision 400 mi., blindsight 80 mi., true seeing, booming voice, damage reduction 20 adamantine and epic, Eternal immunities, Eternal presence (8,000 ft., DC 65), fast healing 40, favored enemy (elementals), flight, immortal, improved stonecunning, keen senses, metal flesh, resistance to acid, cold, electricity, fire and sonic 10, shining brilliance, sense life, skill master, spell resistance 35, telepathy, uncanny dodge, earth subtype, lawful subtype, titan traits, Eternal traits Fort +95, Ref +70, Will +83 Str 65, Dex 21, Con 71, lnt 43, Wis 46, Cha 40 +95, Sense Motive +89, Spellcraft +93, Spot +97, Survival +79, Use Magic Device +29

Aman Thul the High Father

Domination (DC 71), epic weapons (lawful), spells, spell-like abilities Darkvision 255 mi., low-light vision 425 mi., blindsight 85 mi., true seeing, dreamwalking, elemental mastery, healing touch, green sleep, nature sense, spontaneous casting (cure and summon nature's ally spells), weather sense +10, wild shape 5 day, woodland stride, booming voice, damage reduction 20 adamantine and epic, Eternal immunities, Eternal presence (8,500 ft., DC 71), fast healing 42, favored enemy (chaotic outsiders), flight, immortal, keen senses, metal flesh, resistance to acid, cold, electricity, fire and sonic 10, shining brilliance, sense life, skill master, spell resistance 35, telepathy, uncanny dodge, air subtype, lawful subtype, titan traits, Eternal traits phy) +122, Craft (sculpture) +122, Craft (woodworking) +122, Decipher Script +87, Diplomacy +98, Heal +116, Hide + 3, Intimidate +98, Knowledge (arcana) +102, Knowledge (geography) +102, Knowledge (nature) +122, Knowledge (the planes) +102,...

Area Ganthrifals Chambers EL

Tactics Ganthrifal prefers to use his spells to weaken powerful opponents before wading into melee. He uses his Block Spell feat against every spell cast against him and casts baleful polymorph, blazing columnff and greater dispel magic to impede his foes. If given time to prepare, the dreadlord casts frost armor*, immolation*, pass unknownff and true seeing. Ganthrifal is a survivor first and foremost, and if reduced to 40 hit points or fewer while in this room he flees via greater teleport. Depending on the circumstances, he may be gone for good or may have fled just long enough to heal before returning to confront the heroes again.

FoRsaken ApochecaRy Alterations

Forsaken apothecaries do not have access to the witch doctor spell list. Instead, they possess the following class features, at the indicated levels 1st Level Dark Potions Forsaken apothecaries deal with all manner of vile magic to further their twisted science. An apothecary gains access to the necromancer spell list and treats the spells on it as divine spells. However, she cannot actually cast these spells she can use them only to create potions. 1st Level Dark Study The apothecary's studies of necromancy as it relates to potions opens her mind to other possibilities. At each level, choose a single spell on the necromancy spell list that is of a level that the apothecary can normally cast. She can cast this spell as if it were on the healer spell list. 7th Level Improved Potions The apothecary learns to brew more and more powerful spells into potions. At 7th level and each level thereafter, choose a single spell of 4th level or higher on the healer or necromancer spell list. The...

Character class Level Adjustment This feat is found in the Alliance Players Guide f This substance appears in More

A doomguard generally uses shadow strike and unholy aura before entering combat, and focuses first on what it considers the most dangerous opponent ( m o s t often a spellcaster) it uses shadowburn or its quickened immolate to finish that opponent. After one enemy is down, the doomguard focuses on the next biggest threat, picking off each opponent one by one, or it may use area attacks, such as rain of fire or hellfire, especially if it is accompanied by allies that are immune to fire damage.

Naga QendeR Roles and Magic

Of all the independent factions, only the naga delineate their use of magic along gender lines. In the ferocious, matriarchal naga society, only females pursue arcane studies. Most females train as magi, though some slither along the warlock or necromancer path, and some become priestesses of the tides. Males almost never train as spellcasters of any type, though they are sometimes born with innate magic powers. Naga females possess greater intellect and cunning than males, while males tend to be of lower intelligence and higher strength. This disparity accounts for the female bias in spellcasting.

Creating Wondrous Items

If spells are involved in the prerequisites for making the item, the creator must have prepared the spells to be cast but need not provide any material components or focuses the spells require, nor are any XP costs inherent in a prerequisite spell incurred in the creation of the item. The act of working on the item triggers the prepared spells. (That is, those spell slots are expended from his daily spell slots, just as if they had been cast.) Creating some items may entail other prerequisites beyond or other than spellcasting. See the individual descriptions for details.

Shaman Variant Far Seer

Far seers do not add Intimidate, Knowledge (nature) or Survival to their list of class skills. They do not get a +2 bonus on Craft (alchemy) or Spellcraft checks, nor can they gain access to the Elements domain. They do not gain the flametongue frostbrand inspiration at 4th level, the ghostwolf inspiration at 8th level, or the purge inspiration at 12th level. Instead, far seers gain the following class features at the indicated levels 4th Level Summon Spirit Allies (Ex) Far seers have a rapport with spirit creatures. Add summon nature's ally I-IX to the far seer's shaman spell list. She can use these spells only to summon spirit animals (updated summon nature's ally lists appear in the Monster Guide, and spirit beasts are described in Chapter 9 Creatures). level, a far seer gains a number of benefits related to this legacy. She can cast clairaudience clairvoyance and eye of Kilrogg as 3rd-level shaman spells. Whenever she casts a divination (scrying) spell, she can also see invisible...

Elemental Magic Control

Whenever any spell with the listed subtype is cast anywhere within the area of the Elemental Lord's divine presence, it is instantly aware of the spell and can take control of the magic as he wishes. It can counter the spell, transfer it to another target or area, or turn it back on its caster. This ability also functions against elemental spell-like abilities employed by other creatures, elementals or otherwise, with the sole exception of those used by creatures with more Hit Dice than the Elemental Lord.

Th Blpbioik IAKM Appendix Two Legal Information

Designation of Open Game Content Subject to the Product Identity designation above, the following portions of Shadows & Light are designated as Open Game Content all creature and NPC statistic templates (i.e. from Size Type e.g., Small Undead down to the italicized text immediately before the Description header) all skills, feats, special attacks (SA), and special qualities (SQ) all text under the Powers section of magic items or artifacts all text under the Spell Effect section of spells all text under the Combat section of a creature's listing and anything else contained herein that is already Open Game Content by virtue of appearing in the System Reference Document or some other OGC source.

HeRoes and the Argent Dawn

Members of the Argent Dawn focus on combating evil in every form members are expected to contribute in any way they can. Recent initiates are expected to work with other members to prove themselves, but the organization doesn't have strict guidelines for how long this must be done few things are mandatory within their organization. Most field agents strive to become templar, a title which designates a high level of authority within the organization at this point, the member can usually go where she pleases, and she wields a fair amount of influence. Members can exchange items called valor tokens for a variety of magic items from the Argent Dawn's vaults, as well as for favors and services, such as having a member of the Dawn cast a spell at your request. The organization expects its members to check in constantly and let their leaders know what they are up to, but it doesn't keep anyone on a tight leash. That being said, a person's position in life outside of the Argent Dawn is...

Weaponspell Channel [Epic

Prerequisite Ability to cast spells of the normal maximum spell level in at least one spellcasting class (for example, 9th-level healer spells or 4th-level paladin warrior spells). Benefit You can store a single targeted spell of up to 3rd level in any weapon. (The spell must have a casting time of 1 standard action.) Any time you strike a creature with the weapon and the creature takes damage from it, the weapon can immediately cast the spell on that creature as a free action if you desire. (This special ability is an exception to the general rule that casting a spell from an item takes at least as long as casting that spell normally.) Once the spell has been cast from the weapon, you can cast any other targeted spell of up to 3rd level into it. You can store a spell in only one weapon at a time. This ability does not stack with similar abilities, such as a weapon of spell storing. The spells you store within your weapon must be from a class in which you can cast spells of the...

Massive Feedback [Epic

Benefit When you destroy an enemy's spell or spell slot with a spellbreak attempt (as granted by the Spellbreakerf or Epic Spellbreaker feat), the spell is converted into raw magic energy that damages the opponent. The opponent takes 2d8 points of damage per spell level destroyed and 1d4 points of temporary ability damage to her primary spellcasting ability (i.e., Intelligence for wizards, Wisdom for healers, and Charisma for sorcerers). This damage is in addition to the damage caused by your attack. Spell resistance is ineffective against the damage and ability damage caused by this feat. The benefits of this feat overlap (do not stack with) those provided by Feedbackf.

Improved Arcane Ability [Epic

Benefit Select three 1st-level spells, two 2nd-level spells, and one 3rd-level spell that appear on the sorcerer wizard spell list. You can cast three 1st-level spells, two 2nd-level spells, and one 3rd-level spell per day as a 6th-level sorcerer. You can cast the spells in any combination and are subject to all the rules for arcane spell failure. You cast your four 0-level spells (provided by arcane ability) as a 6th-level sorcerer as well. This spellcasting ability is handled separately from any spellcasting you perform as part of any class ability.

Improved Devour Magic [Epic

Benefit Whenever you successfully dispel a spell with dispel magic or greater dispel magic, you gain 2d8 temporary hit points per spell level of the dispelled spell and a +2 enhancement bonus to one ability of your choice. These hit points and the enhancement bonus last for 1 hour. The benefits of this feat do not stack with those provided by Devour Magic. Also, enhancement bonuses from repeated uses of this feat do not stack (and thus should be applied to other abilities).

Ice Barrier talent

This is the final tier talent of the ice tree. It's a solid spell for PvP, and has some uses in PvE situations. The recast is now 30 seconds, and it lasts 1 minute, so you can have this spell constantly applied. It doesn't absorb as much as a priest's Power Word Shield, but can last twice as long. It's a good way to prevent some damage in PvP fights, and allows you to get off some harder-to-cast spells, or to channel a spell like Blizzard while taking damage. It can also help if you are AoE grinding hard hitting mobs, and are prone to dying. However, in taking this talent, you have to sacrifice some other great talents. If you have both Ice Barrier and Mana Shield active, Ice Barrier will take precedence and will be used first.

Mana Draughts

A mana draught allows a character to recover those spell slots as though she hadn't cast them, allocated as she chooses. A character cannot regain more than half of her total daily level allotment of spell slots through the use of draughts. A 0-level spell counts as one-half a spell level for the purpose of these calculations. Thus, Dellian, as a 5th-level healer with no Spirit bonus, has the ability to cast 5 0-level spells, 3 1st-level spells, two 2nd-level spells and one 3rd-level spell per day this means he is capable of casting 12 levels worth of spells per day (rounding down). As such, he cannot gain the benefit of more than 6 levels of spell recovery due to draughts per day.

Ursoc

Divine Spells Prepared (cast per day 6 7 6 6 6 6 4 4 4 4 save DC 19 + spell level) Ursoc concentrates on preparing offensive and summoning spells such as force of nature* and summon nature's ally. Spell-Like Abilities At will animal growth, dominate animal, stoneskin, summon nature's ally VII 1 day summon nature's ally IX. Caster level 20th save DC 28 + spell level. Divine Spells Prepared (cast per day 6 8 7 7 7 7 5 5 5 5 save DC 20 + spell level) Ursol focuses upon preparing spells that alter the environment, such as control weather and whirlwind. Spell-Like Abilities At will call lightning storm, commune with nature, thunderclapff, wall of thorns 1 day earthquake. Caster level 20th save DC 29 + spell level.

IncendiaRy JJave

Area Cone-shaped emanation Duration 10 min level (D) Saving Throw None Spell Resistance No You automatically detect the number of different magical auras in your vision, along with the strength and location of each aura. Detecting these auras requires no concentration on your part. If you desire, you may concentrate on a single faint aura for one full round and make a Spellcraft check (DC 20 + spell level or object's caster level). Success reveals the spell in effect and its caster level (for a spell) or all the magic properties of the item (for an object). In addition, if someone targets you with a spell while you are under the effects of Azshara's eyes, you immediately receive a Spellcraft check (DC 20 + spell level) to identify the spell and its caster level, and to discern the direction from which it came (this does not require an action on your part). If the spell appears on more than one spell list (detect magic, for instance) you also know from what spell list it was cast if...

Dragon Forces

Cobalt Mage, 4th-Level Mage Male Blue Dragon* CR 19 Huge dragon (cold, earth) HD 24d12+4d6+224, hp 399 Init +4 Spd 40 ft. (8 squares), fly 150 ft. (poor), swim 60 ft. AC 31, touch 8, flat-footed 31 Base Atk +25 Grp +43 Atk Bite +36 melee (2d8+10 19-20, bite) Full Atk Bite +36 melee (2d8+10 19-20 x2, bite) and 2 claws +34 (2d6+8) and 2 wings +34 melee (1d8+8) Space Reach 15 ft. 10 ft. (15 ft. with bite) SA breath weapon 14d6 (DC 27 Reflex), crush, frightful presence (180 ft., DC 27), spell-like abilities, spells SQ darkvision 120 ft., low-light vision, blindsense 60 ft., boundless mind, damage reduction 10 magic, familiar (lizard), immunity to cold, sleep, and paralysis, vulnerability to fire, water breathing, spell resistance 25 AL LN SV Fort +24, Ref +16, Will +21 Str 30, Agy 10, Sta 27, Int 20, Spt 21, Cha 20. Skills Appraise +32, Concentration +39, Craft (alchemy) +36, Decipher Script +20, Gather Information +17, Heal +19, Intimidate +32, Jump +23, Knowledge (arcana) +36, Knowledge...

MagisteRs Belt

Is selected at the time the belt is crafted and cannot be changed. For example, a magister's belt of evocation increases the wearer's caster level by +1 with all evocation spells. This increase affects range, duration, damage, caster level checks to defeat spell resistance, and the like.

Flesh co Scone

Transmutation Level Arcanist 6 Components V, S, M Casting Time 1 standard action Range Medium (100 ft. + 10 ft. level) Target One creature Duration Instantaneous Saving Throw Fortitude negates Spell Resistance Yes The target, along with all its carried gear, turns into a mindless, inert statue. If the statue resulting from this spell is broken or damaged, the subject (if ever returned to its original state) has similar damage or deformities. The creature is not dead, but it does not seem to be alive either when viewed with spells. This spell only affects creatures made of flesh. Material Components Lime, water and earth.

Lesser Healing Wave

This skill is a great way for the Shaman to support the party or him her-self. At a very brief cast time this spell can give small bursts of health to those who need it in a pinch. Because of the relatively small amount of health granted this skill can be used repeatedly to heal others or self without much threat generated by monsters. In PVP this skill will be a good way to help keep you fighting mid battle without having to dedicate a lot of time to casting. Remember that cast-times are lengthened whenever the caster takes damage (with exception to the benefit granted by the talent Improved Lesser Healing Wave).

Shadowform

However, for PvP priests, it is not worth taking. In PvP, the priest's number one strength is his ability to heal at any time. You can't kill fast enough, even in Shadowform, to not have to heal. The extra damage and damage mitigation afforded by this spell is not worth sacrificing the versatility of having a number of different healing spells available. Definitely use it for PvE though.

Frost Shock

Frost Shock is a very useful ability. It renders a target slowed on top of dealing a healthy portion of damage. Against close-combat-oriented targets that means more chances to blast them with elemental attacks before they make it to melee-range. Against spell-casters this spell can be used to slow their retreat, allowing the Shaman to close the distance. In PVE this spell won't see much use against spell-casters as they generally stay put and deal damage from afar. However, it can keep any monsters from fleeing as it slows them by a significant amount, allowing the Shaman to run them down for the kill. In PVP this skill will see a lot of use as it allows the Shaman to control the flow of the fight. In conjunction with the Earth Bind Totem this skill can slow the target to a halt allowing the Shaman to gain distance or close distance as he she likes. Not to mention that this skill is also a quite damaging instant-cast spell. Frost Shock will yield diminishing returns each time it is...

Ancestral Spirit

Other classes will love you for this spell. The ability to resurrect makes the Shaman a beloved member of any party. In PVE this skills finds most of its use in Instances or Dungeons. If things work out correctly all members of the party should never die. However, things don't always go according to plan. When things go awry this skill helps keep everyone moving if anyone dies. It's also important to note that after level 30 this skill will be used in conjunction with another. If everyone dies in the party, the Reincarnation skill will allow the Shaman to resurrect him her-self, then work on resurrecting other healer types to help bring back everyone to fighting capacity. In PVP

Lightning Bolt

The bread and butter ranged damage dealing spell is Lightning Bolt. The best skill to use to get a single target to attack you, usually allowing for 2-3 uses before the monster actually closes range. In PVE, this skill should be used at the beginning of the fight and only at the very end if the monster runs away. Because of its cast time it is more mana efficient than the instant cast shocks. The damage output from this spell rivals that of the shocks, but it does have a greater range with which to attack. At range this skill comes to use especially when your shocks are on recast timers (or cooldown). In PVP this skill should be used at the maximum range of 30 yards. Warriors will subvert it's effectiveness by Charging but after gaining distance between the Warrior through any means this skill may come into play mid-battle.

Blast Wave

To get this spell you need to spend 21 points in the fire talent tree. This is a solid spell, useful in a number of situations. It's a great option for people who wish to go fire spec, but still want the ability to AoE grind, as the 6 second slow time is excellent for keeping the mobs off you. It's instant cast, meaning it can be used to slow runners. It is exceptional in group PvP situations when combined with the mage talent Combustion. Combustion makes the next fire spell cast guaranteed to crit. A Blast Wave crit is something to be feared, as it does close to 800 damage in a large radius, and also slows. The daze effect is a 50 reduction in move speed. The cooldown is 45 seconds, so it can only generally be cast once a fight, which is the major downside of this spell.

Mind Control

In PvP this spell can be used in a number of ways. If you DoT an opponent before Mind Controlling them, they will take damage from your spell while being under your control. You can also use this to flee, by running an enemy as far away as possible from you, and then running in the opposite direction. Mind Control can also be used to kill players and NPCs through the environment. For example, you can throw enemies off the Great Lift in the Barrens to a guaranteed death. In PvP situations Mind Control rarely lasts more than 15 seconds, and is subject to diminishing returns.

Arcane Missiles

This is another excellent spell for both solo and group play. It requires an investment of 5 talent points for maximum efficiency - Improved Arcane Missiles makes this spell uninterruptible when cast, making it able to be cast while under attack. There a few things that should be known about Arcane Missiles. Firstly, it has a high mana cost, and isn't as efficient at dealing damage as some other spells. However, when combined with the Clearcasting effect, also available through talents, it is a great source of damage. Secondly, each damage tick can crit, unlike other DoTs. This is also one of the best spells to cast in instance groups, because it spreads the damage over time, causing less agro, and the agro can further be reduced through talents.

Arcane Explosion

AoE grinding is the fastest way to level any class in the game, and this spell is the backbone of that tactic. It also is an essential spell to have in many instances, when a number of non-elite mobs can be mixed up with tougher elites, making Arcane Explosion the easiest way to bring them down.

Counterspell

There is only one rank of this spell, but it is one of the most useful spells available, and should be on your hotbar as soon as you get it at level 24. Timely counterspells are essential in PvP if you want to win against any class that can heal, and also against mages. To use it effectively, you need to know your opposition's abilities. Priests can cast 1.5 second heals, which need precise timing to interrupt. Shamans have a similar heal, but they also have a talent which allows their next heal to be instant cast (which druids also have), in which case Counterspell won't help, unless you have Improved Counterspell (it's called Nature's Swiftness). If they can cast Nature's Swiftness before you can Counterspell them, they will be able to heal themselves before you can kill them (unless they left the heal very late). Improved Counterspell is taken in just about every talent build. It's an essential part of the arsenal and is much more effective than regular Counterspell.

Healing as you Level

Prayer of Healing is another important spell for any priest. Priests are the best primary healers for group play because of this spell. It costs a bucketload of mana, however, and should not be used in every situation. If a mage or rogue gets agro and takes a small amount of mana, and then the tank regains agro, you should not use Prayer of Healing. When fighting a boss with big AoE damage attacks, like the Maraudon Princess for example, Prayer of Healing should be used. The general breakpoint for Prayer of Healing is 3 people to full health. If there are less than three people who are going to be fully healed by the spell, it's better to use Flash Heal. It's also important to know that Prayer of Healing creates a significant amount of threat because of the amount of health healed. This is a good spell to use in combination with Inner Focus if you have that talent.

Solo Strategies

These levels are the hardest for any priest. Your spells do poor damage, take loads of mana, and are generally ineffective. Make sure you don't venture out of your starting area before about level 12. Grind on lower level mobs if you have to. You will have a much easier time of it if you do. The key in these levels is picking your fights. Don't try and solo mobs more than 1 level above you unless you only need 1 for a quest. It will just slow you down and cause you significant problems if you get an add. If this is your first character, loot everything you find and sell whatever you don't use. You will need the money for spells. You should also make sure you get your new spells as soon as they are available. Always carry a stack of drinks with you as you will be drinking often.

Comar

Blue scalebanes spend most of their time in combat commanding their units, but those with spellcaster levels pepper their enemies with spells from a distance. If pressed, they fight fearlessly, but prefer to avoid melee combat if possible because they know they are most effective in command positions.

Shaman Talents

There are 3 Talent Trees that a Shaman can invest points into that can bolster his or her abilities in Spellcasting, Close-Combat, and Healing. Those trees are Elemental, Enhancement, and Restoration. Starting at level 10 the Shaman begins to accrue points until level 60, meaning that there will be 51 points to distribute into the 3 trees. In the following section I will outline all the talents available, as well as provide strategies and talent combinations that are the most worth the points. I will also describe the utility and usefulness of each of the Talents and give tips on whether they are worth the points or not. At the end of this section I will list a few Talent builds that are efficient and powerful for different styles of play.

Creating Rods

If spells are involved in the prerequisites for making the rod, the creator must have prepared the spells to be cast but need not provide any material components or focuses the spells require, nor are any XP costs inherent in a prerequisite spell incurred in the creation of the item. The act of working on the rod triggers the prepared spells. (That is, those spell slots are expended from his daily spell slots, just as if they had been cast.) Creating some rods may entail other prerequisites beyond or other than spellcasting. See the individual descriptions for details.

Dampen Magic

Dampen Magic can be a handy buff in certain situations. It doesn't reduce damage by a large amount, but if you are fighting against spellcasting mobs, it's worth having applied at all times. If you are grouped with a healer, don't ever put this on, as the damage mitigation isn't good enough to warrant reduced heals. However, if you are PvPing alone in a raid situation (such as the Hillsbrad Foothills battles) it's a good idea to have it applied, as you aren't likely to be healed and it can help improve survivability against casters. Dampens magic used against the targeted party member, decreasing damage taken from spells by up to 10 and healing spells by up to 20. Lasts 10 min. Dampens magic used against the targeted party member, decreasing damage taken from spells by up to 20 and healing spells by up to 40. Lasts 10 min. Dampens magic used against the targeted party member, decreasing damage taken from spells by up to 30 and healing spells by up to 60. Lasts 10 min. Dampens magic...

Rune Feats

Though the specifics of the spellcasting process differ from the details of runic empowerment, those who understand the techniques for casting normal spells more powerfully also understand how to do likewise for runes they may empower. Thus, all metamagic feats apply normally to rune-casting, as well.

Arcane Focus

However, Arcane resistance is less common than other schools of magic, and your Arcane spells aren't the most effective source of damage in PvP situations. There are a few mobs with high arcane resistance in the game, but in those situations, it's better to use other spell types, rather than focus a talent build around those rare occasions. Reduces the chance that the opponent can resist your arcane spells by 2 . Reduces the chance that the opponent can resist your arcane spells by 4 . Reduces the chance that the opponent can resist your arcane spells by 6 . Reduces the chance that the opponent can resist your arcane spells by 8 . Reduces the chance that the opponent can resist your arcane spells by 10 .

Legplates of Valor

Powers These boots extend up the wearer's shins for extra protection. The legplates provide a +1 armor bonus that stacks with other armor bonuses if the wearer has only a breastplate or no armor. When wearing these boots and a breastplate, the wearer's armor is treated as heavy instead of medium. His maximum Agility bonus worsens to +1, armor check penalty to -6, and arcane spell failure chance to 35 . The armor bonus stacks with that provided by the gauntlets of valor and helm of valor.

Helm of Valor

Powers This helm provides a +1 armor bonus that stacks with other armor bonuses if the wearer has only a breastplate or no armor. When wearing this helm and a breastplate, the wearer's armor is treated as heavy instead of medium. His maximum Agility bonus worsens to +1, armor check penalty to -6, and arcane spell failure chance to 35 . The armor bonus stacks with that provided by the gauntlets of valor and legplates of valor.

Demonskin

Powers This armor provides a +24 armor bonus to AC. Like a force effect, the armor also protects the wearer from touch attacks. The wearer takes 2d6 points of fire damage per round from the molten metal. Anyone touching the metal takes 2d6 points of fire damage. The armor is nearly weightless and does not affect the wearer's encumbrance, nor does the wearer suffer any arcane spell failure from the armor.

Gauntlets of Valor

Powers These gauntlets provide a +1 armor bonus that stacks with other armor bonuses if the wearer has only a breastplate or no armor. When wearing these gloves and a breastplate, the wearer's armor is treated as heavy instead of medium. His maximum Agility bonus worsens to +1, armor check penalty to -6, and arcane spell failure chance to 35 . The armor bonus stacks with that provided by the helm of valor and legplates of valor.

PvP Strategies

Silence is also a powerful spell against many classes. The key to beating many good players is the prop timing of Silence. If you miss-time it, or use it to early, it is wasted. It's best to use towards the end of a long-casting spell, so the opponent wastes time casting

Inherent Spell [Epic

You can use one of your spells as a spell-like ability. Prerequisite Spellcraft 25 ranks. Benefit Choose any spell you can cast. You can use that spell as a spell-like ability once per day. If the spell has a costly material component you do not have to supply it, though if it has an XP cost you must pay it as normal. You cannot choose a spell altered by a metamagic feat. Special You can take this feat more than once. Each time you do, you can use the spell as a spelllike ability one additional time per day or you can choose a new spell that you can use as a spell-like ability once per day.

Nonmagical Couatl

Fort +10, Ref +6, Will +9 Str 17, Agy 10, Sta 16, Int 14, Spt 16, Cha 14 Appraise +7, Concentration +9, Craft (alchemy) +3, Decipher Script +8, Gather Information +8, Heal +9, Intimidate +14, Jump +9, Knowledge (arcana) +14, Listen +9, Search +8, Spellcraft +16, Spot +13, Swim +13

Pendant of Kiljaeden

Powers This pendant grants its wearer a +6 enhancement bonus to his Charisma, Intelligence and Wisdom scores, and protects against all mental attacks. The wearer is immune to mind-affecting spells and effects. The wearer is continuously affected as though by a true seeing spell. The wearer automatically succeeds at all saving throws against spells of the Illusion school.

Shaman Versus Priest

The Priest can be a surprisingly very difficult opponent to combat. Since the Priest has a bevy of healing abilities at their disposal they can keep themselves healed throughout the battle. The first thing the Shaman must do is Purge the Priests beneficial buffs. This will often times reduce their hitpoints by a significant amount since they rely on their Power Word Fortitude to grant them a significant number of hitpoints. Secondly the Shaman must keep them within melee range. To do so the Earthbind Totem can be quite effective for short periods of time. As soon as the initial distance is closed either by Frost Shock to slow them or Ghost Wolf to speed yourself, summon the Earthbind Totem to keep them within the reach of your melee strikes. This is one situation where a 2 handed weapon can be more efficient. The greater damage potential is more beneficial than the damage reduction afforded by a shield (as it isn't applied against spells). Keep the Lightning Shield spell effect up at...

Presence of Mind

Increases your spell damage and critical strike chance by 1 . Increases your spell damage and critical strike chance by 2 . Increases your spell damage and critical strike chance by 3 . When activated, your spells deal 35 more damage while costing 35 more mana to cast. This effect lasts 15 seconds.

Training

There are two ways to train your pet. The first way is to visit the pet trainer next to your own class trainer. He will teach you new abilities that buff your pet with extra armor, health and new abilities. Learning new skills from the pet trainer doesn't teach them to your pet though, they just stay in your spell book. This way if you get a new pet you don't have to hike back to the trainer. After you have learned new skills from the pet trainer or by taming a beast you can teach them to your pet. Take the pet you want to train out of your stable and open up your Beast Training ability under the general tab of your spell book. Inside is a list of all the pet abilities you know and a count of how many training points you have. Training points are used to buy new skills and abilities, so try to raise your pets loyalty as high as possible. If you want to learn a skill like Natural Armor first click on the rank you

Levels

Make sure you collect and keep everything that drops. It's a good idea to buy or make (if you are a tailor) 4 bags as soon as possible. It's a lot easier to make some money for your spells when you sell everything. Use linen and wool to skill up your first aid, and sell what you can't use, because it can really help late game to have runecloth bandages, which are a free heal when you run out of mana (or when you need to conserve it). Don't worry too much about gear at this stage - just wear what you find and what you can get from quest rewards. Buying gear isn't worth it, especially for a priest. Save your money for your spells.

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