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<blockquote data-quote="Arkhandus" data-source="post: 3216713" data-attributes="member: 13966"><p><strong>Spells preview, continued</strong></p><p></p><p>Spells preview, continued (F-M)</p><p></p><p>[sblock]<span style="color: Red"><strong>Fate Shield</strong></span></p><p>Divination</p><p><strong><span style="color: Blue"><em>Level:</em></span></strong> Brd 1, Clr 1, Sor/Wiz 1, Wuj 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 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>Target:</em></span></strong> One creature</p><p><strong><span style="color: Blue"><em>Duration:</em></span></strong> 10 minutes/level (D)</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 grants the chosen creature a +2 insight bonus to AC, and a +1 insight bonus on Reflex saving throws. The insight bonus is lost whenever the target is immobilized. The creature feels brief, powerful instincts regarding how to dodge each attack, but only at the last second. They are very vague, instinctual impulses, and it seems to the spell recipient that fate is on their side.</p><p></p><p></p><p><span style="color: Red"><strong>Flame Bolt</strong></span></p><p>Evocation (Fire)</p><p><strong><span style="color: Blue"><em>Level:</em></span></strong> Shu 2 (Fire), 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>Flame Bolt</em> projects a short blast of flame at a single target creature or object within range, scorching them briefly. As a ray spell, you must succeed at a ranged touch attack against the target in order to successfully affect them. <em>Flame Bolt</em> deals 1d12 fire damage to the target, and also 1d8 fire 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 +20, but this bonus damage is halved against everything besides the target. The heat is too brief to ignite most flammables, but combustible materials within the area or on the target will ignite. 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 cone-shaped piece of copper, about three inches long, which is worth 1 silver.</p><p></p><p></p><p><span style="color: Red"><strong>Force Spike</strong></span></p><p>Evocation (Force)</p><p><strong><span style="color: Blue"><em>Level:</em></span></strong> Sor/Wiz 1, Wuj 1</p><p><strong><span style="color: Blue"><em>Components:</em></span></strong> 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> 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</p><p><strong><span style="color: Blue"><em>Spell Resistance:</em></span></strong> Yes</p><p>You point a finger at one target within range and, with a brief series of gestures, unleash a powerful, dart-sized needle of force at them. As a ray spell, you must succeed at a ranged touch attack in order to affect the target. On a hit, the target suffers 2d4 piercing damage, plus 1d4 damage per 5 caster levels, to a maximum of 6d4 piercing damage at 20th-level. As a special quality of <em>Force Spike</em>, this ray has a threat range of 18-20. Thus, it threatens a critical hit on a natural attack roll of 18, 19, or 20. As a force effect, this spell may strike incorporeal or ethereal creatures, and without the usual 50% chance of no damage against such targets.</p><p></p><p></p><p><span style="color: Red"><strong>Force Weapon</strong></span></p><p>Evocation (Force)</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> Personal</p><p><strong><span style="color: Blue"><em>Effect:</em></span></strong> One weapon composed of magical force</p><p><strong><span style="color: Blue"><em>Duration:</em></span></strong> 2 rounds, +1 round/level</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 creates a magical weapon of solid force energy, of up to Large size. When casting the spell, the mage makes a Craft (weaponsmithing) or Craft (bowmaking) check (as appropriate) to create the type of weapon he wants; if the mage does not possess Craft (weaponsmithing) or Craft (bowmaking) (as appropriate), then they instead make an Intelligence check at DC 15 for a simple weapon, and cannot create martial or exotic weapons with the spell; the caster need not possess the proper tools and materials, since the weapon is made of pure, magical force, shaped by their will, but they do need to make the check in order to correctly shape the magical energies.</p><p></p><p>If used to create ammunition, the spell creates 10 arrows or bolts if a Craft (bowmaking) check was made, or 10 bullets if a Craft (weaponsmithing) check was made. On a failed check, the caster can only create a dagger or 10 bullets (if they failed a weaponsmithing check), or 10 bolts or arrows (if they failed a bowmaking check). This spell cannot create masterwork weapons. All force weapons have a +1 enhancement bonus or better, depending on the level of the caster. At 8th-level onward, the caster creates force weapons with a +2 bonus. At 12th-level onward, he creates them with a +3 bonus. At 16th-level onward, he creates them with a +4 bonus. At 20th-level onward, he creates them with a +5 bonus. Due to the nature of force weapons, they ignore the 50% chance of not affecting incorporeal creatures, since they are composed entirely of magical force, like a <em>Magic Missile</em>, only they remain in existence slightly longer.</p><p></p><p>Force weapons are treated just like ordinary weapons of their type, for all intents and purposes, except that they fade away after a short while, are made of magical force, have 30 hit points, have a hardness of 10, and cannot be melted, heated, frozen, broken, set ablaze, or affected by anything else that would only affect a material object, though they can still be destroyed by suffering damage or by any effect that would destroy a sustained magical force; also note that force weapons count as magical weapons, so other weapons may only damage them if they have an equivalent or higher enhancement bonus. A force weapon is treated like a magical weapon for purposes of being able to make saving throws, and it’s Fortitude, Reflex, and Will save bonuses are all 3 + it’s enhancement bonus (usually +1). A force weapon may be given to an ally or taken by an enemy, just like a normal weapon, until it fades away; the caster need not use it himself.</p><p></p><p></p><p><span style="color: Red"><strong>Frost Bolt</strong></span></p><p>Evocation (Cold)</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>Frost Bolt</em> projects a thin blast of frost-laden wind at a single target creature or object within range, rapidly chilling them before the cold fades. As a ray spell, you must succeed at a ranged touch attack against the target in order to successfully affect them. <em>Frost Bolt</em> deals 1d12 cold damage to the target, and also 1d8 cold 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 +20, 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 tiny shard of quartz, which is worth 1 silver.</p><p></p><p></p><p><span style="color: Red"><strong>Glimmer Beam</strong></span></p><p>Evocation (Fire) (Light)</p><p><strong><span style="color: Blue"><em>Level:</em></span></strong> Clr 1, Dru 1, Shu 1 (Fire), Sor/Wiz 1</p><p><strong><span style="color: Blue"><em>Components:</em></span></strong> V, F/DF</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> Medium (100 ft. + 10 ft./level)</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> Reflex partial</p><p><strong><span style="color: Blue"><em>Spell Resistance:</em></span></strong> Yes</p><p>The <em>Glimmer Beam</em> spell unleahes a bright, shimmering, blinding ray of light from one of your eyes, striking at a single target creature or object within range. As a ray spell, you must succeed at a ranged touch attack to affect the target. On a hit, the target suffers 1d6 fire damage, +1d6 fire damage per 5 caster levels, to a maximum of 3d6 damage at 12th-level. The fire damage dice are instead d10s if the target is undead, since a small amount of positive energy is channeled in the beam of light, so the maximum damage against an undead creature is 3d10 by 12th-level.</p><p></p><p>A creature stricken by the <em>Glimmer Beam</em> must succeed at a Reflex save or be blinded for 3 rounds, then dazzled for another 3 rounds after that. Aside from the obvious effects, a blinded creature suffers a 50% miss chance in combat (all opponents have full concealment against the blinded creature), loses any Dexterity bonus to AC, grants a +2 bonus to the attack rolls of others who are attacking them (the attackers are effectively invisible to the blinded creature), moves at half speed, and suffers a -4 circumstance penalty on most Strength- and Dexterity-based skill checks. A dazzled creature merely suffers a -1 circumstance penalty on attack rolls. The arcane focus component for this spell is a large rock crystal worth 10 gold pieces.</p><p></p><p></p><p><span style="color: Red"><strong>Loroche’s Spell Enhancer</strong></span></p><p>Universal</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</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> 2 minutes or until discharged</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>Your next spell successfully cast within the duration of <em>Loroche's Spell Enhancer</em> is significantly improved in potency. The affected spell is cast as though your caster level were 2 higher for all intents and purposes, and you add +2 to the save DC for any saving throws against that spell. Once the duration of <em>Loroche's Spell Enhancer</em> has expired, or once you have completed casting a spell during this spell's duration, <em>Loroche's Spell Enhancer</em> is discharged.</p><p></p><p></p><p><span style="color: Red"><strong>Mystic Fortitude</strong></span></p><p>Transmutation</p><p><strong><span style="color: Blue"><em>Level:</em></span></strong> Brd 2, Shu 2 (Earth), Sor/Wiz 2</p><p><strong><span style="color: Blue"><em>Components:</em></span></strong> V, S, M/DF</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> 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> 10 minutes/level (D)</p><p><strong><span style="color: Blue"><em>Saving Throw:</em></span></strong> Fortitude negates (harmless)</p><p><strong><span style="color: Blue"><em>Spell Resistance:</em></span></strong> Yes (harmless)</p><p>This spell causes the target’s skin to harden and become more resilient, granting them a +3 natural armor bonus to AC. This is not an enhancement bonus to natural armor, so it does not stack with any existing natural armor bonus; use whichever bonus is higher. The arcane material component is a piece of rare turtle or armadillo shell worth 2 gold.[/sblock]</p></blockquote><p></p>
[QUOTE="Arkhandus, post: 3216713, member: 13966"] [b]Spells preview, continued[/b] Spells preview, continued (F-M) [sblock][COLOR=Red][B]Fate Shield[/B][/COLOR] Divination [B][COLOR=Blue][I]Level:[/I][/COLOR][/B] Brd 1, Clr 1, Sor/Wiz 1, Wuj 1 [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] Close (25 ft. +5 ft./2 levels) [B][COLOR=Blue][I]Target:[/I][/COLOR][/B] One creature [B][COLOR=Blue][I]Duration:[/I][/COLOR][/B] 10 minutes/level (D) [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 grants the chosen creature a +2 insight bonus to AC, and a +1 insight bonus on Reflex saving throws. The insight bonus is lost whenever the target is immobilized. The creature feels brief, powerful instincts regarding how to dodge each attack, but only at the last second. They are very vague, instinctual impulses, and it seems to the spell recipient that fate is on their side. [COLOR=Red][B]Flame Bolt[/B][/COLOR] Evocation (Fire) [B][COLOR=Blue][I]Level:[/I][/COLOR][/B] Shu 2 (Fire), 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]Flame Bolt[/I] projects a short blast of flame at a single target creature or object within range, scorching them briefly. As a ray spell, you must succeed at a ranged touch attack against the target in order to successfully affect them. [I]Flame Bolt[/I] deals 1d12 fire damage to the target, and also 1d8 fire 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 +20, but this bonus damage is halved against everything besides the target. The heat is too brief to ignite most flammables, but combustible materials within the area or on the target will ignite. 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 cone-shaped piece of copper, about three inches long, which is worth 1 silver. [COLOR=Red][B]Force Spike[/B][/COLOR] Evocation (Force) [B][COLOR=Blue][I]Level:[/I][/COLOR][/B] Sor/Wiz 1, Wuj 1 [B][COLOR=Blue][I]Components:[/I][/COLOR][/B] S [B][COLOR=Blue][I]Casting Time:[/I][/COLOR][/B] 1 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 [B][COLOR=Blue][I]Spell Resistance:[/I][/COLOR][/B] Yes You point a finger at one target within range and, with a brief series of gestures, unleash a powerful, dart-sized needle of force at them. As a ray spell, you must succeed at a ranged touch attack in order to affect the target. On a hit, the target suffers 2d4 piercing damage, plus 1d4 damage per 5 caster levels, to a maximum of 6d4 piercing damage at 20th-level. As a special quality of [I]Force Spike[/I], this ray has a threat range of 18-20. Thus, it threatens a critical hit on a natural attack roll of 18, 19, or 20. As a force effect, this spell may strike incorporeal or ethereal creatures, and without the usual 50% chance of no damage against such targets. [COLOR=Red][B]Force Weapon[/B][/COLOR] Evocation (Force) [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] Personal [B][COLOR=Blue][I]Effect:[/I][/COLOR][/B] One weapon composed of magical force [B][COLOR=Blue][I]Duration:[/I][/COLOR][/B] 2 rounds, +1 round/level [B][COLOR=Blue][I]Saving Throw:[/I][/COLOR][/B] None [B][COLOR=Blue][I]Spell Resistance:[/I][/COLOR][/B] No This spell creates a magical weapon of solid force energy, of up to Large size. When casting the spell, the mage makes a Craft (weaponsmithing) or Craft (bowmaking) check (as appropriate) to create the type of weapon he wants; if the mage does not possess Craft (weaponsmithing) or Craft (bowmaking) (as appropriate), then they instead make an Intelligence check at DC 15 for a simple weapon, and cannot create martial or exotic weapons with the spell; the caster need not possess the proper tools and materials, since the weapon is made of pure, magical force, shaped by their will, but they do need to make the check in order to correctly shape the magical energies. If used to create ammunition, the spell creates 10 arrows or bolts if a Craft (bowmaking) check was made, or 10 bullets if a Craft (weaponsmithing) check was made. On a failed check, the caster can only create a dagger or 10 bullets (if they failed a weaponsmithing check), or 10 bolts or arrows (if they failed a bowmaking check). This spell cannot create masterwork weapons. All force weapons have a +1 enhancement bonus or better, depending on the level of the caster. At 8th-level onward, the caster creates force weapons with a +2 bonus. At 12th-level onward, he creates them with a +3 bonus. At 16th-level onward, he creates them with a +4 bonus. At 20th-level onward, he creates them with a +5 bonus. Due to the nature of force weapons, they ignore the 50% chance of not affecting incorporeal creatures, since they are composed entirely of magical force, like a [I]Magic Missile[/I], only they remain in existence slightly longer. Force weapons are treated just like ordinary weapons of their type, for all intents and purposes, except that they fade away after a short while, are made of magical force, have 30 hit points, have a hardness of 10, and cannot be melted, heated, frozen, broken, set ablaze, or affected by anything else that would only affect a material object, though they can still be destroyed by suffering damage or by any effect that would destroy a sustained magical force; also note that force weapons count as magical weapons, so other weapons may only damage them if they have an equivalent or higher enhancement bonus. A force weapon is treated like a magical weapon for purposes of being able to make saving throws, and it’s Fortitude, Reflex, and Will save bonuses are all 3 + it’s enhancement bonus (usually +1). A force weapon may be given to an ally or taken by an enemy, just like a normal weapon, until it fades away; the caster need not use it himself. [COLOR=Red][B]Frost Bolt[/B][/COLOR] Evocation (Cold) [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]Frost Bolt[/I] projects a thin blast of frost-laden wind at a single target creature or object within range, rapidly chilling them before the cold fades. As a ray spell, you must succeed at a ranged touch attack against the target in order to successfully affect them. [I]Frost Bolt[/I] deals 1d12 cold damage to the target, and also 1d8 cold 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 +20, 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 tiny shard of quartz, which is worth 1 silver. [COLOR=Red][B]Glimmer Beam[/B][/COLOR] Evocation (Fire) (Light) [B][COLOR=Blue][I]Level:[/I][/COLOR][/B] Clr 1, Dru 1, Shu 1 (Fire), Sor/Wiz 1 [B][COLOR=Blue][I]Components:[/I][/COLOR][/B] V, F/DF [B][COLOR=Blue][I]Casting Time:[/I][/COLOR][/B] 1 action [B][COLOR=Blue][I]Range:[/I][/COLOR][/B] Medium (100 ft. + 10 ft./level) [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] Reflex partial [B][COLOR=Blue][I]Spell Resistance:[/I][/COLOR][/B] Yes The [I]Glimmer Beam[/I] spell unleahes a bright, shimmering, blinding ray of light from one of your eyes, striking at a single target creature or object within range. As a ray spell, you must succeed at a ranged touch attack to affect the target. On a hit, the target suffers 1d6 fire damage, +1d6 fire damage per 5 caster levels, to a maximum of 3d6 damage at 12th-level. The fire damage dice are instead d10s if the target is undead, since a small amount of positive energy is channeled in the beam of light, so the maximum damage against an undead creature is 3d10 by 12th-level. A creature stricken by the [I]Glimmer Beam[/I] must succeed at a Reflex save or be blinded for 3 rounds, then dazzled for another 3 rounds after that. Aside from the obvious effects, a blinded creature suffers a 50% miss chance in combat (all opponents have full concealment against the blinded creature), loses any Dexterity bonus to AC, grants a +2 bonus to the attack rolls of others who are attacking them (the attackers are effectively invisible to the blinded creature), moves at half speed, and suffers a -4 circumstance penalty on most Strength- and Dexterity-based skill checks. A dazzled creature merely suffers a -1 circumstance penalty on attack rolls. The arcane focus component for this spell is a large rock crystal worth 10 gold pieces. [COLOR=Red][B]Loroche’s Spell Enhancer[/B][/COLOR] Universal [B][COLOR=Blue][I]Level:[/I][/COLOR][/B] Brd 2, Sor/Wiz 2 [B][COLOR=Blue][I]Components:[/I][/COLOR][/B] V [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] 2 minutes or until discharged [B][COLOR=Blue][I]Saving Throw:[/I][/COLOR][/B] None [B][COLOR=Blue][I]Spell Resistance:[/I][/COLOR][/B] No Your next spell successfully cast within the duration of [I]Loroche's Spell Enhancer[/I] is significantly improved in potency. The affected spell is cast as though your caster level were 2 higher for all intents and purposes, and you add +2 to the save DC for any saving throws against that spell. Once the duration of [I]Loroche's Spell Enhancer[/I] has expired, or once you have completed casting a spell during this spell's duration, [I]Loroche's Spell Enhancer[/I] is discharged. [COLOR=Red][B]Mystic Fortitude[/B][/COLOR] Transmutation [B][COLOR=Blue][I]Level:[/I][/COLOR][/B] Brd 2, Shu 2 (Earth), Sor/Wiz 2 [B][COLOR=Blue][I]Components:[/I][/COLOR][/B] V, S, M/DF [B][COLOR=Blue][I]Casting Time:[/I][/COLOR][/B] 1 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] 10 minutes/level (D) [B][COLOR=Blue][I]Saving Throw:[/I][/COLOR][/B] Fortitude negates (harmless) [B][COLOR=Blue][I]Spell Resistance:[/I][/COLOR][/B] Yes (harmless) This spell causes the target’s skin to harden and become more resilient, granting them a +3 natural armor bonus to AC. This is not an enhancement bonus to natural armor, so it does not stack with any existing natural armor bonus; use whichever bonus is higher. The arcane material component is a piece of rare turtle or armadillo shell worth 2 gold.[/sblock] [/QUOTE]
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