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<blockquote data-quote="Arkhandus" data-source="post: 3213190" data-attributes="member: 13966"><p><strong>Preview of 0-2nd Level Aurelian Spells</strong></p><p></p><p><span style="font-size: 12px"><span style="color: Green"><em><u><strong>Custom Aurelian Spells, Levels 0-2</strong></u></em></span></span></p><p></p><p></p><p><span style="font-size: 10px"><span style="color: Yellow"><u>Spell List</u></span></span></p><p></p><p><span style="color: Red"><strong>0-Level:</strong></span></p><p><span style="color: Blue"><em><strong>Conjuration</strong></em></span></p><p>...............Ray of Acid (Sor/Wiz, Wuj)</p><p>...............Ray of Flame (Shu-Fire, Sor/Wiz, Wuj)</p><p><span style="color: Blue"><em><strong>Evocation</strong></em></span></p><p>...............Ray of Dissonance (Sor/Wiz, Wuj)</p><p>...............Ray of Sparks (Sor/Wiz, Wuj)</p><p><span style="color: Blue"><em><strong>Transmutation</strong></em></span></p><p>...............Taurion’s Fleeting Alacrity (Brd, Sor/Wiz)</p><p></p><p><span style="color: Red"><strong>1st-Level:</strong></span></p><p><span style="color: Blue"><em><strong>Abjuration</strong></em></span></p><p>...............Arcane Aura (Brd, Sor/Wiz, Wuj)</p><p><span style="color: Blue"><em><strong>Conjuration</strong></em></span></p><p>...............Chromatic Ray (Sor/Wiz)</p><p><span style="color: Blue"><em><strong>Divination</strong></em></span></p><p>...............Fate Shield (Brd, Clr, Sor/Wiz, Wuj)</p><p><span style="color: Blue"><em><strong>Evocation</strong></em></span></p><p>...............Force Spike (Sor/Wiz, Wuj)</p><p>...............Glimmer Beam (Clr, Dru, Shu-Fire, Sor/Wiz)</p><p>...............Static Orb (Dru, Sor/Wiz, Wuj)</p><p></p><p><span style="color: Red"><strong>2nd-Level:</strong></span></p><p><span style="color: Blue"><em><strong>Abjuration</strong></em></span></p><p>...............Repellent Aura (Brd, Sor/Wiz, Wuj)</p><p><span style="color: Blue"><em><strong>Evocation</strong></em></span></p><p>...............Acid Bolt (Sor/Wiz)</p><p>...............Flame Bolt (Shu-Fire, Sor/Wiz)</p><p>...............Force Weapon (Sor/Wiz)</p><p>...............Frost Bolt (Sor/Wiz)</p><p>...............Shock Bolt (Sor/Wiz, Wuj)</p><p>...............Shocking Aura (Sor/Wiz, Wuj)</p><p>...............Thunder Bolt (Sor/Wiz, Wuj)</p><p><span style="color: Blue"><em><strong>Transmutation</strong></em></span></p><p>...............Aeridion’s Accelerated Rapidity (Brd, Sor/Wiz)</p><p>...............Aura of Luck (Brd, Clr, Sha, Sor/Wiz, Wuj)</p><p>...............Mystic Fortitude (Brd, Shu-Earth, Sor/Wiz)</p><p>...............Taurion’s Arcane Reinforcement (Brd, Sor/Wiz)</p><p><span style="color: Blue"><em><strong>Universal</strong></em></span></p><p>...............Loroche’s Spell Enhancer (Brd, Sor/Wiz)</p><p></p><p></p><p><span style="font-size: 10px"><span style="color: Yellow"><u>Spell Descriptions</u></span></span></p><p></p><p>[sblock]<span style="color: Red"><strong>Acid Bolt</strong></span></p><p>Evocation (Acid)</p><p><strong><span style="color: Blue"><em>Level:</em></span></strong> Sor/Wiz 2</p><p><strong><span style="color: Blue"><em>Components:</em></span></strong> V, S</p><p><strong><span style="color: Blue"><em>Casting Time:</em></span></strong> 1 action</p><p><strong><span style="color: Blue"><em>Range:</em></span></strong> Long (400 ft. + 40 ft./level)</p><p><strong><span style="color: Blue"><em>Effect:</em></span></strong> Ray</p><p><strong><span style="color: Blue"><em>Target:</em></span></strong> One creature or object</p><p><strong><span style="color: Blue"><em>Duration:</em></span></strong> Instantaneous</p><p><strong><span style="color: Blue"><em>Saving Throw:</em></span></strong> None</p><p><strong><span style="color: Blue"><em>Spell Resistance:</em></span></strong> Yes</p><p><em>Acid Bolt</em> projects a short stream of acid at a single target creature or object within range, briefly smiting them before the acid becomes inert. As a ray spell, you must succeed at a ranged touch attack against the target in order to successfully affect them. <em>Acid Bolt</em> deals 1d10 acid damage to the target, and also 1d6 acid splash damage to all other creatures and objects within a 10-foot-diameter area centered upon the target. The damage increases by +1 per caster level, to a maximum of +10, but this bonus damage is halved against everything besides the target. If you miss with the ranged touch attack, no splash damage is dealt, and the bolt dissipates harmlessly. The material component for this spell is a small chunk of pumice, about three inches wide, which is worth 1 silver.</p><p></p><p></p><p><span style="color: Red"><strong>Aeridion's Accelerated Rapidity</strong></span></p><p>Transmutation</p><p><strong><span style="color: Blue"><em>Level:</em></span></strong> Brd 2, Sor/Wiz 2</p><p><strong><span style="color: Blue"><em>Components:</em></span></strong> V, S</p><p><strong><span style="color: Blue"><em>Casting Time:</em></span></strong> 1 full-round action</p><p><strong><span style="color: Blue"><em>Range:</em></span></strong> Touch</p><p><strong><span style="color: Blue"><em>Target:</em></span></strong> Creature touched</p><p><strong><span style="color: Blue"><em>Duration:</em></span></strong> 5 rounds/level</p><p><strong><span style="color: Blue"><em>Saving Throw:</em></span></strong> Will negates (harmless)</p><p><strong><span style="color: Blue"><em>Spell Resistance:</em></span></strong> Yes (harmless)</p><p>This spell was developed by the obscure sorcerer Aeridion, who is only known through a few scattered tales and a single spellbook of his, which was discovered some time after his demise and contained several custom spells, which are now common knowledge amongst mages. Why and how a sorcerer wrote a spellbook is anyone's guess. <em>Aeridion's Accelerated Rapidity</em> grants one subject a +5 enhancement bonus to Initiative, a +3 enhancement bonus on Reflex saves, a +2 dodge bonus to AC, and a +1 unnamed bonus on attack rolls. The Initiative bonus will change their current Initiative if applicable, but will not give them an extra turn this round if they have already acted in this round. The dodge bonus to AC stacks with other dodge bonuses, and is lost whenever the subject is denied a Dexterity bonus to AC.</p><p></p><p>Once this spell's effect ends, the subject is fatigued (-2 Strength and Dexterity, cannot run or charge) for 1 minute afterward. <em>Aeridion's Accelerated Rapidity</em> does not stack with any <em>Haste</em> or <em>Slow</em> effect, and such effects override <em>Aeridion's Accelerated Rapidity</em> for their duration, but they only suppress it rather than dispelling it. <em>Aeridion's Accelerated Rapidity</em> does not stack with <em>Taurion's Fleeting Alacrity</em> and overrides that spell's effect, for the duration of <em>Aeridion's Accelerated Rapidity</em>. <em>Haste</em>, <em>Slow</em>, or <em>Mass Haste</em> may be used to counter <em>Aeridion's Accelerated Rapidity</em>. <em>Aeridion's Accelerated Rapidity</em> may be used to counter <em>Taurion's Fleeting Alacrity</em>.</p><p></p><p></p><p><span style="color: Red"><strong>Arcane Aura</strong></span></p><p>Abjuration (Force) (Light)</p><p><strong><span style="color: Blue"><em>Level:</em></span></strong> Brd 1, Sor/Wiz 1, Wuj 1</p><p><strong><span style="color: Blue"><em>Components:</em></span></strong> V, S, F</p><p><strong><span style="color: Blue"><em>Casting Time:</em></span></strong> 1 full round</p><p><strong><span style="color: Blue"><em>Range:</em></span></strong> Personal</p><p><strong><span style="color: Blue"><em>Target:</em></span></strong> You</p><p><strong><span style="color: Blue"><em>Duration:</em></span></strong> 1 minute (D)</p><p><strong><span style="color: Blue"><em>Saving Throw:</em></span></strong> None</p><p><strong><span style="color: Blue"><em>Spell Resistance:</em></span></strong> No</p><p>This spell causes you to glow faintly with blue light, and grants you a +6 armor bonus to AC, as waves of protective magical force emanate from you. The light generated is equivalent to a candle in brightness. Unlike mundane armor, an <em>Arcane Aura</em> entails no armor check penalty, arcane spell failure chance, or speed reduction. Since an <em>Arcane Aura</em> is made of force, incorporeal creatures cannot bypass it the way they do normal armor. The focus for this spell is a tiny, flat, bronze ring, with a four-pointed star in the middle.</p><p></p><p></p><p><span style="color: Red"><strong>Aura of Luck</strong></span></p><p>Transmutation</p><p><strong><span style="color: Blue"><em>Level:</em></span></strong> Brd 2, Clr 2, Sha 2, Sor/Wiz 2, Wuj 2</p><p><strong><span style="color: Blue"><em>Components:</em></span></strong> V, M</p><p><strong><span style="color: Blue"><em>Casting Time:</em></span></strong> 1 action</p><p><strong><span style="color: Blue"><em>Range:</em></span></strong> Personal</p><p><strong><span style="color: Blue"><em>Target:</em></span></strong> You</p><p><strong><span style="color: Blue"><em>Duration:</em></span></strong> 1 minute/level (D)</p><p><strong><span style="color: Blue"><em>Saving Throw:</em></span></strong> None</p><p><strong><span style="color: Blue"><em>Spell Resistance:</em></span></strong> No</p><p>When cast, this spell grants you a +1 luck bonus to AC, attack rolls, and damage for every 4 caster levels, to a minimum of +1 and a maximum of +4. The damage bonus only applies with weapons, natural weapons, unarmed strikes, and grapple checks, but is multiplied normally if a critical hit is scored. Creatures who see you in action (even through blindsight) sense that you seem to be rather lucky, though this spell does not produce any normally-visible aura. Things just seem to go fortunately for you in combat. The material component for <em>Aura of Luck</em> is any small gem or precious stone, worth at least 12 gold.</p><p></p><p></p><p><span style="color: Red"><strong>Chromatic Ray</strong></span></p><p>Conjuration (Creation) (Acid, Cold, Electricity, Fire, or Sonic)</p><p><strong><span style="color: Blue"><em>Level:</em></span></strong> Sor/Wiz 1</p><p><strong><span style="color: Blue"><em>Components:</em></span></strong> V, S</p><p><strong><span style="color: Blue"><em>Casting Time:</em></span></strong> 1 full-round action</p><p><strong><span style="color: Blue"><em>Range:</em></span></strong> Close (25 ft. + 5 ft./2 levels)</p><p><strong><span style="color: Blue"><em>Effect:</em></span></strong> Ray</p><p><strong><span style="color: Blue"><em>Duration:</em></span></strong> Instantaneous</p><p><strong><span style="color: Blue"><em>Saving Throw:</em></span></strong> None, or Fortitude partial, or Fortitude negates (see text)</p><p><strong><span style="color: Blue"><em>Spell Resistance:</em></span></strong> Yes</p><p>The <em>Chromatic Ray</em> spell projects a beam of light at one target creature within range, and the light rapidly fluctuates as it switches from one color of the rainbow to another. As a ray spell, you must succeed at a ranged touch attack to affect the target. If you hit, you must roll 1d6 to determine what color the ray was when it struck, as this determines what effect the ray has. The ray is blue on a 1, green on a 2, yellow on a 3, orange on a 4, red on a 5, or violet on a 6.</p><p></p><p>If the ray is blue when it strikes, the target suffers 1d6 cold damage and must attempt a Fortitude save, which causes them 1 point of temporary Strength damage if they fail the save. If the ray is green when it strikes, the target must attempt a Fortitude save, or else be poisoned and suffer 1d2+1 points of temporary Dexterity damage as the poison's initial effect, and if the first save is failed, they must attempt another Fortitude save 1 minute later or suffer 1d2+1 points of temporary Dexterity damage as the poison's secondary effect. If the ray is yellow when it strikes, the target must attempt a Fortitude save and, if it fails, they suffer 1d4 electricity damage and are stunned for 2 rounds. A stunned creature drops anything they are holding, cannot act, and loses any Dexterity bonus to AC, while attackers get a +2 bonus on attack rolls against a stunned creature.</p><p></p><p>If the ray is orange when it strikes, the target suffers 2d4 acid damage. If the ray is red when it strikes, the target suffers 1d3 fire damage, while any nonmagical flammables and combustibles upon the target's person will ignite, and the character suffers 1 more fire damage each round afterward that such materials burn on them, until they extinguish the flames or remove the burning items. If the ray is violet when it strikes, the target suffers 1d6 sonic damage and must succeed at a Fortitude save or else be deafened for 5 rounds.</p><p></p><p>This spell has the Acid descriptor if the ray is orange on impact, the Cold descriptor if the ray is blue on impact, the Electricity descriptor if it is yellow on impact, the Fire descriptor if red on impact, or the Sonic descriptor if violet on impact. The initial hit point damage of this spell, if any, receives a bonus of +1 per 2 caster levels (multiplied normally if a critical hit is scored), to a maximum of +10 damage at 20th-level. The DC of saving throws against this spell, if any, increases by +1 per 5 caster levels, to maximum of +4 to the DC by 20th-level. The Strength damage of the blue ray increases by 1 point at 10th-level. The initial and secondary Dexterity damage from the green ray each increases by 1 point at 10th-level.[/sblock]</p></blockquote><p></p>
[QUOTE="Arkhandus, post: 3213190, member: 13966"] [b]Preview of 0-2nd Level Aurelian Spells[/b] [SIZE=3][COLOR=Green][I][U][B]Custom Aurelian Spells, Levels 0-2[/B][/U][/I][/COLOR][/SIZE] [SIZE=2][COLOR=Yellow][U]Spell List[/U][/COLOR][/SIZE] [COLOR=Red][B]0-Level:[/B][/COLOR] [COLOR=Blue][I][B]Conjuration[/B][/I][/COLOR] ...............Ray of Acid (Sor/Wiz, Wuj) ...............Ray of Flame (Shu-Fire, Sor/Wiz, Wuj) [COLOR=Blue][I][B]Evocation[/B][/I][/COLOR] ...............Ray of Dissonance (Sor/Wiz, Wuj) ...............Ray of Sparks (Sor/Wiz, Wuj) [COLOR=Blue][I][B]Transmutation[/B][/I][/COLOR] ...............Taurion’s Fleeting Alacrity (Brd, Sor/Wiz) [COLOR=Red][B]1st-Level:[/B][/COLOR] [COLOR=Blue][I][B]Abjuration[/B][/I][/COLOR] ...............Arcane Aura (Brd, Sor/Wiz, Wuj) [COLOR=Blue][I][B]Conjuration[/B][/I][/COLOR] ...............Chromatic Ray (Sor/Wiz) [COLOR=Blue][I][B]Divination[/B][/I][/COLOR] ...............Fate Shield (Brd, Clr, Sor/Wiz, Wuj) [COLOR=Blue][I][B]Evocation[/B][/I][/COLOR] ...............Force Spike (Sor/Wiz, Wuj) ...............Glimmer Beam (Clr, Dru, Shu-Fire, Sor/Wiz) ...............Static Orb (Dru, Sor/Wiz, Wuj) [COLOR=Red][B]2nd-Level:[/B][/COLOR] [COLOR=Blue][I][B]Abjuration[/B][/I][/COLOR] ...............Repellent Aura (Brd, Sor/Wiz, Wuj) [COLOR=Blue][I][B]Evocation[/B][/I][/COLOR] ...............Acid Bolt (Sor/Wiz) ...............Flame Bolt (Shu-Fire, Sor/Wiz) ...............Force Weapon (Sor/Wiz) ...............Frost Bolt (Sor/Wiz) ...............Shock Bolt (Sor/Wiz, Wuj) ...............Shocking Aura (Sor/Wiz, Wuj) ...............Thunder Bolt (Sor/Wiz, Wuj) [COLOR=Blue][I][B]Transmutation[/B][/I][/COLOR] ...............Aeridion’s Accelerated Rapidity (Brd, Sor/Wiz) ...............Aura of Luck (Brd, Clr, Sha, Sor/Wiz, Wuj) ...............Mystic Fortitude (Brd, Shu-Earth, Sor/Wiz) ...............Taurion’s Arcane Reinforcement (Brd, Sor/Wiz) [COLOR=Blue][I][B]Universal[/B][/I][/COLOR] ...............Loroche’s Spell Enhancer (Brd, Sor/Wiz) [SIZE=2][COLOR=Yellow][U]Spell Descriptions[/U][/COLOR][/SIZE] [sblock][COLOR=Red][B]Acid Bolt[/B][/COLOR] Evocation (Acid) [B][COLOR=Blue][I]Level:[/I][/COLOR][/B] Sor/Wiz 2 [B][COLOR=Blue][I]Components:[/I][/COLOR][/B] V, S [B][COLOR=Blue][I]Casting Time:[/I][/COLOR][/B] 1 action [B][COLOR=Blue][I]Range:[/I][/COLOR][/B] Long (400 ft. + 40 ft./level) [B][COLOR=Blue][I]Effect:[/I][/COLOR][/B] Ray [B][COLOR=Blue][I]Target:[/I][/COLOR][/B] One creature or object [B][COLOR=Blue][I]Duration:[/I][/COLOR][/B] Instantaneous [B][COLOR=Blue][I]Saving Throw:[/I][/COLOR][/B] None [B][COLOR=Blue][I]Spell Resistance:[/I][/COLOR][/B] Yes [I]Acid Bolt[/I] projects a short stream of acid at a single target creature or object within range, briefly smiting them before the acid becomes inert. As a ray spell, you must succeed at a ranged touch attack against the target in order to successfully affect them. [I]Acid Bolt[/I] deals 1d10 acid damage to the target, and also 1d6 acid splash damage to all other creatures and objects within a 10-foot-diameter area centered upon the target. The damage increases by +1 per caster level, to a maximum of +10, but this bonus damage is halved against everything besides the target. If you miss with the ranged touch attack, no splash damage is dealt, and the bolt dissipates harmlessly. The material component for this spell is a small chunk of pumice, about three inches wide, which is worth 1 silver. [COLOR=Red][B]Aeridion's Accelerated Rapidity[/B][/COLOR] Transmutation [B][COLOR=Blue][I]Level:[/I][/COLOR][/B] Brd 2, Sor/Wiz 2 [B][COLOR=Blue][I]Components:[/I][/COLOR][/B] V, S [B][COLOR=Blue][I]Casting Time:[/I][/COLOR][/B] 1 full-round action [B][COLOR=Blue][I]Range:[/I][/COLOR][/B] Touch [B][COLOR=Blue][I]Target:[/I][/COLOR][/B] Creature touched [B][COLOR=Blue][I]Duration:[/I][/COLOR][/B] 5 rounds/level [B][COLOR=Blue][I]Saving Throw:[/I][/COLOR][/B] Will negates (harmless) [B][COLOR=Blue][I]Spell Resistance:[/I][/COLOR][/B] Yes (harmless) This spell was developed by the obscure sorcerer Aeridion, who is only known through a few scattered tales and a single spellbook of his, which was discovered some time after his demise and contained several custom spells, which are now common knowledge amongst mages. Why and how a sorcerer wrote a spellbook is anyone's guess. [I]Aeridion's Accelerated Rapidity[/I] grants one subject a +5 enhancement bonus to Initiative, a +3 enhancement bonus on Reflex saves, a +2 dodge bonus to AC, and a +1 unnamed bonus on attack rolls. The Initiative bonus will change their current Initiative if applicable, but will not give them an extra turn this round if they have already acted in this round. The dodge bonus to AC stacks with other dodge bonuses, and is lost whenever the subject is denied a Dexterity bonus to AC. Once this spell's effect ends, the subject is fatigued (-2 Strength and Dexterity, cannot run or charge) for 1 minute afterward. [I]Aeridion's Accelerated Rapidity[/I] does not stack with any [I]Haste[/I] or [I]Slow[/I] effect, and such effects override [I]Aeridion's Accelerated Rapidity[/I] for their duration, but they only suppress it rather than dispelling it. [I]Aeridion's Accelerated Rapidity[/I] does not stack with [I]Taurion's Fleeting Alacrity[/I] and overrides that spell's effect, for the duration of [I]Aeridion's Accelerated Rapidity[/I]. [I]Haste[/I], [I]Slow[/I], or [I]Mass Haste[/I] may be used to counter [I]Aeridion's Accelerated Rapidity[/I]. [I]Aeridion's Accelerated Rapidity[/I] may be used to counter [I]Taurion's Fleeting Alacrity[/I]. [COLOR=Red][B]Arcane Aura[/B][/COLOR] Abjuration (Force) (Light) [B][COLOR=Blue][I]Level:[/I][/COLOR][/B] Brd 1, Sor/Wiz 1, Wuj 1 [B][COLOR=Blue][I]Components:[/I][/COLOR][/B] V, S, F [B][COLOR=Blue][I]Casting Time:[/I][/COLOR][/B] 1 full round [B][COLOR=Blue][I]Range:[/I][/COLOR][/B] Personal [B][COLOR=Blue][I]Target:[/I][/COLOR][/B] You [B][COLOR=Blue][I]Duration:[/I][/COLOR][/B] 1 minute (D) [B][COLOR=Blue][I]Saving Throw:[/I][/COLOR][/B] None [B][COLOR=Blue][I]Spell Resistance:[/I][/COLOR][/B] No This spell causes you to glow faintly with blue light, and grants you a +6 armor bonus to AC, as waves of protective magical force emanate from you. The light generated is equivalent to a candle in brightness. Unlike mundane armor, an [I]Arcane Aura[/I] entails no armor check penalty, arcane spell failure chance, or speed reduction. Since an [I]Arcane Aura[/I] is made of force, incorporeal creatures cannot bypass it the way they do normal armor. The focus for this spell is a tiny, flat, bronze ring, with a four-pointed star in the middle. [COLOR=Red][B]Aura of Luck[/B][/COLOR] Transmutation [B][COLOR=Blue][I]Level:[/I][/COLOR][/B] Brd 2, Clr 2, Sha 2, Sor/Wiz 2, Wuj 2 [B][COLOR=Blue][I]Components:[/I][/COLOR][/B] V, M [B][COLOR=Blue][I]Casting Time:[/I][/COLOR][/B] 1 action [B][COLOR=Blue][I]Range:[/I][/COLOR][/B] Personal [B][COLOR=Blue][I]Target:[/I][/COLOR][/B] You [B][COLOR=Blue][I]Duration:[/I][/COLOR][/B] 1 minute/level (D) [B][COLOR=Blue][I]Saving Throw:[/I][/COLOR][/B] None [B][COLOR=Blue][I]Spell Resistance:[/I][/COLOR][/B] No When cast, this spell grants you a +1 luck bonus to AC, attack rolls, and damage for every 4 caster levels, to a minimum of +1 and a maximum of +4. The damage bonus only applies with weapons, natural weapons, unarmed strikes, and grapple checks, but is multiplied normally if a critical hit is scored. Creatures who see you in action (even through blindsight) sense that you seem to be rather lucky, though this spell does not produce any normally-visible aura. Things just seem to go fortunately for you in combat. The material component for [I]Aura of Luck[/I] is any small gem or precious stone, worth at least 12 gold. [COLOR=Red][B]Chromatic Ray[/B][/COLOR] Conjuration (Creation) (Acid, Cold, Electricity, Fire, or Sonic) [B][COLOR=Blue][I]Level:[/I][/COLOR][/B] Sor/Wiz 1 [B][COLOR=Blue][I]Components:[/I][/COLOR][/B] V, S [B][COLOR=Blue][I]Casting Time:[/I][/COLOR][/B] 1 full-round action [B][COLOR=Blue][I]Range:[/I][/COLOR][/B] Close (25 ft. + 5 ft./2 levels) [B][COLOR=Blue][I]Effect:[/I][/COLOR][/B] Ray [B][COLOR=Blue][I]Duration:[/I][/COLOR][/B] Instantaneous [B][COLOR=Blue][I]Saving Throw:[/I][/COLOR][/B] None, or Fortitude partial, or Fortitude negates (see text) [B][COLOR=Blue][I]Spell Resistance:[/I][/COLOR][/B] Yes The [I]Chromatic Ray[/I] spell projects a beam of light at one target creature within range, and the light rapidly fluctuates as it switches from one color of the rainbow to another. As a ray spell, you must succeed at a ranged touch attack to affect the target. If you hit, you must roll 1d6 to determine what color the ray was when it struck, as this determines what effect the ray has. The ray is blue on a 1, green on a 2, yellow on a 3, orange on a 4, red on a 5, or violet on a 6. If the ray is blue when it strikes, the target suffers 1d6 cold damage and must attempt a Fortitude save, which causes them 1 point of temporary Strength damage if they fail the save. If the ray is green when it strikes, the target must attempt a Fortitude save, or else be poisoned and suffer 1d2+1 points of temporary Dexterity damage as the poison's initial effect, and if the first save is failed, they must attempt another Fortitude save 1 minute later or suffer 1d2+1 points of temporary Dexterity damage as the poison's secondary effect. If the ray is yellow when it strikes, the target must attempt a Fortitude save and, if it fails, they suffer 1d4 electricity damage and are stunned for 2 rounds. A stunned creature drops anything they are holding, cannot act, and loses any Dexterity bonus to AC, while attackers get a +2 bonus on attack rolls against a stunned creature. If the ray is orange when it strikes, the target suffers 2d4 acid damage. If the ray is red when it strikes, the target suffers 1d3 fire damage, while any nonmagical flammables and combustibles upon the target's person will ignite, and the character suffers 1 more fire damage each round afterward that such materials burn on them, until they extinguish the flames or remove the burning items. If the ray is violet when it strikes, the target suffers 1d6 sonic damage and must succeed at a Fortitude save or else be deafened for 5 rounds. This spell has the Acid descriptor if the ray is orange on impact, the Cold descriptor if the ray is blue on impact, the Electricity descriptor if it is yellow on impact, the Fire descriptor if red on impact, or the Sonic descriptor if violet on impact. The initial hit point damage of this spell, if any, receives a bonus of +1 per 2 caster levels (multiplied normally if a critical hit is scored), to a maximum of +10 damage at 20th-level. The DC of saving throws against this spell, if any, increases by +1 per 5 caster levels, to maximum of +4 to the DC by 20th-level. The Strength damage of the blue ray increases by 1 point at 10th-level. The initial and secondary Dexterity damage from the green ray each increases by 1 point at 10th-level.[/sblock] [/QUOTE]
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