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<blockquote data-quote="Arkhandus" data-source="post: 4758987" data-attributes="member: 13966"><p><strong>Preview of Further Custom Aurelian Spells</strong></p><p></p><p><span style="font-size: 12px"><span style="color: Green"><em><u><strong>Additional Custom Aurelian Spells, Levels 0-6</strong></u></em></span></span></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>...............Regenerate Minor Wounds (Clr, Dru)</p><p><span style="color: Blue"><em><strong>Enchantment</strong></em></span></p><p>...............Halumin's Verbal Assault (Brd)</p><p></p><p><span style="color: Red"><strong>1st-Level:</strong></span></p><p><span style="color: Blue"><em><strong>Conjuration</strong></em></span></p><p>...............Summoning Surge (Brd, Clr, Sor/Wiz, Wuj)</p><p><span style="color: Blue"><em><strong>Enchantment</strong></em></span></p><p>...............Pack Mind (Rgr)</p><p>...............Painful Impulse (Brd)</p><p><span style="color: Blue"><em><strong>Evocation</strong></em></span></p><p>...............Lesser Fireball (Sor/Wiz, Wuj-Fire)</p><p><span style="color: Blue"><em><strong>Necromancy</strong></em></span></p><p>...............Noxious Ruin (Rgr)</p><p>...............Quell Vitality (Sor/Wiz, Wuj)</p><p>...............Strength of the Herd (Rgr)</p><p><span style="color: Blue"><em><strong>Transmutation</strong></em></span></p><p>...............Fey Spite (Rgr)</p><p>...............Smoldering Assault (Rgr)</p><p></p><p><span style="color: Red"><strong>2nd-Level:</strong></span></p><p><span style="color: Blue"><em><strong>Conjuration</strong></em></span></p><p>...............Cleansing Rain (Rgr)</p><p><span style="color: Blue"><em><strong>Enchantment</strong></em></span></p><p>...............Battle Charm (Brd, Sor/Wiz)</p><p>...............Hesitation (Brd, Sor/Wiz)</p><p>...............Painful Impulse (Sor/Wiz)</p><p>...............Stupor (Brd, Sor/Wiz)</p><p><span style="color: Blue"><em><strong>Evocation</strong></em></span></p><p>...............Tempest Strike (Rgr)</p><p><span style="color: Blue"><em><strong>Necromancy</strong></em></span></p><p>...............Garnakt’s Draining Touch (Sor/Wiz)</p><p><span style="color: Blue"><em><strong>Transmutation</strong></em></span></p><p>...............Creepy Howl (Rgr)</p><p>...............Sand Spear (Rgr)</p><p></p><p><span style="color: Red"><strong>3rd-Level:</strong></span></p><p><span style="color: Blue"><em><strong>Conjuration</strong></em></span></p><p>...............Scathing Venom (Rgr)</p><p><span style="color: Blue"><em><strong>Enchantment</strong></em></span></p><p>...............Predator’s Frenzy (Rgr)</p><p>...............Slumber Pollen (Rgr)</p><p><span style="color: Blue"><em><strong>Evocation</strong></em></span></p><p>...............Loroche’s Unerring Bolt (Sor/Wiz)</p><p>...............Taurion’s Rapid Riposte (Sor/Wiz)</p><p><span style="color: Blue"><em><strong>Illusion</strong></em></span></p><p>...............Nelna’s Invisible Tent (Brd, Sor/Wiz)</p><p><span style="color: Blue"><em><strong>Necromancy</strong></em></span></p><p>...............Revenant Strike (Sor/Wiz, Wuj)</p><p><span style="color: Blue"><em><strong>Transmutation</strong></em></span></p><p>...............Adamantine Sheen (Rgr)</p><p>...............Aeridion’s Vengeful Blade (Sor/Wiz)</p><p>...............Storm Shield (Rgr)</p><p></p><p><span style="color: Red"><strong>4th-Level:</strong></span></p><p><span style="color: Blue"><em><strong>Conjuration</strong></em></span></p><p>...............Glacial Axe (Rgr)</p><p>...............Wildfire Wreath (Rgr)</p><p><span style="color: Blue"><em><strong>Evocation</strong></em></span></p><p>...............Acid Pillar (Sor/Wiz)</p><p>...............Flame Pillar (Shu-Fire, Sor/Wiz)</p><p>...............Frost Pillar (Sor/Wiz)</p><p>...............Lightning Pillar (Sor/Wiz, Wuj)</p><p>...............Loroche’s Bolt-Hole (Brd, Sor/Wiz)</p><p>...............Taurion’s Force Lance (Sor/Wiz)</p><p>...............Thunder Pillar (Sor/Wiz, Wuj)</p><p><span style="color: Blue"><em><strong>Necromancy</strong></em></span></p><p>...............Pack Survival (Rgr)</p><p>...............Shadow of Death (Sor/Wiz, Wuj)</p><p><span style="color: Blue"><em><strong>Transmutation</strong></em></span></p><p>...............Arcane Might (Brd)</p><p></p><p><span style="color: Red"><strong>5th-Level:</strong></span></p><p><span style="color: Blue"><em><strong>Conjuration</strong></em></span></p><p>...............Cure Massive Wounds (Brd, Clr, Sha, Shu-Water)</p><p>...............Regenerate Massive Wounds (Dru)</p><p><span style="color: Blue"><em><strong>Evocation</strong></em></span></p><p>...............Greater Fireball (Sor/Wiz, Wuj-Fire)</p><p><span style="color: Blue"><em><strong>Necromancy</strong></em></span></p><p>...............Darkness Beam (Sor/Wiz)</p><p>...............Staggering Surge (Sor/Wiz)</p><p><span style="color: Blue"><em><strong>Transmutation</strong></em></span></p><p>...............Arcane Might (Sor/Wiz, Wuj)</p><p></p><p><span style="color: Red"><strong>6th-Level:</strong></span></p><p><span style="color: Blue"><em><strong>Conjuration</strong></em></span></p><p>...............Cure Massive Wounds (Dru)</p><p>...............Michella’s Vitalizing Verse (Brd)</p><p>...............Regenerate Massive Wounds (Clr)</p><p></p><p><span style="color: Blue"><em><strong>Universal</strong></em></span></p><p>...............Mnemonic Boost (Wiz, Wuj)</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 Pillar</strong></span></p><p>Evocation (Acid)</p><p><strong><span style="color: Blue"><em>Level:</em></span></strong> Sor/Wiz 4</p><p><strong><span style="color: Blue"><em>Components:</em></span></strong> V, S, M</p><p><strong><span style="color: Blue"><em>Casting Time:</em></span></strong> 1 round</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>Area:</em></span></strong> Up to five cylinders 10 ft. in diameter and 10 ft./level tall</p><p><strong><span style="color: Blue"><em>Targets:</em></span></strong> One creature, + 1 creature/3 caster levels above 7th, maximum 5 targets</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 half or Fortitude half (Object) (see text)</p><p><strong><span style="color: Blue"><em>Spell Resistance:</em></span></strong> Yes</p><p>The <em>Acid Pillar</em> spell creates a pillar of acid that bursts from the ground beneath a foe. It reaches up to 10 feet per caster level into the air, and is 10 feet in diameter, centered upon the corner of any square the target occupies; if the target is in the air and is higher than the pillar could reach from the ground, then the pillar instead bursts forth from the air just above the target, spreading downward. <em>Acid Pillar</em> deals 1d12 acid damage per 3 caster levels to the target foe, with a maximum of 6d12. Also, half the damage rounded up is dealt to all other creatures within the area of effect.</p><p></p><p>Creatures within the area, including the target, may attempt Reflex saves for half damage. The first 2d12 damage done by the acid also affects all objects within the area, which may make Fortitude saves for half if they are magical or psionic. This spell creates an additional pillar of acid at 10th-level, and another at 13th-, 16th-, and 19th-levels, for a total of five acid pillars per casting at 19th-level. Each pillar must target a different foe, and each targeted foe must be within the spell’s range; if there are not enough foes in range, then the additional pillars disappear as soon as they appear, in a tiny, harmless puff of smoke near the feet of the caster. The pillars burst from the ground simultaneously. The material component for this spell is an alchemically-preserved peel from a citrus fruit, such as an orange or lemon.</p><p></p><p></p><p><span style="color: Red"><strong>Adamantine Sheen</strong></span></p><p>Transmutation (Earth) (Lawful)</p><p><strong><span style="color: Blue"><em>Level:</em></span></strong> Rgr 3</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 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> Melee weapon touched</p><p><strong><span style="color: Blue"><em>Duration:</em></span></strong> 5 rounds</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 grants a melee weapon the appearance of adamantine temporarily, even if the weapon is not metallic. For the duration of this spell, the touched weapon is treated as adamantine for all intents and purposes, gaining the hit points, hardness, and other qualities of an adamantine weapon. The affected weapon also overcomes Damage Reduction and other defenses as though it were a +2 magic weapon, so it can strike incorporeal creatures for example (though with the usual 50% chance of failure to hit any incorporeal creature, unless the weapon otherwise obtains the Ghost Touch property). It does not receive an actual +2 magical enhancement.</p><p></p><p>Furthermore, the weapon is treated as a Lawful magic weapon, dealing +1d6 points of lawful damage against chaotic targets (not +2d6), and imposing one negative level on any chaotic creature that holds it (as long as they hold it) as per a Lawful weapon. In addition, the weapon deals +1d6 extra damage to targets with the Air subtype, thanks to the elemental-earth power it is infused with. Air-subtype creatures suffer a negative level while holding the weapon just like chaotic creatures do (and it stacks if they are chaotic Air creatures). Lastly, the affected weapon deals +2 damage on any successful hit, as its weight magically increases on impact, then decreases as the weapon is withdrawn from each strike.</p><p></p><p></p><p><span style="color: Red"><strong>Aeridion’s Vengeful Blade</strong></span></p><p>Transmutation (Force)</p><p><strong><span style="color: Blue"><em>Level:</em></span></strong> Sor/Wiz 3</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> Touch</p><p><strong><span style="color: Blue"><em>Target:</em></span></strong> One piercing or slashing weapon touched</p><p><strong><span style="color: Blue"><em>Duration:</em></span></strong> 1 minute/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 empowers a single weapon you touch, granting it the ability to cause significant harm to nearly anything. This may only target a piercing or slashing weapon, and the wielder must be willing (or the target weapon must be willing if it is an intelligent item). <em>Aeridion's Vengeful Blade</em> grants the target weapon the ability to strike opponents as though it were a magic weapon with a +5 enhancement bonus, though it does not gain any actual enhancement bonus; this is merely used to bypass damage reduction and to strike incorporeal creatures. In addition, the affected weapon may strike incorporeal foes without the normal 50% chance of failure.</p><p></p><p>Lastly, the weapon deals 1d6 bonus force damage with each hit, in addition to its regular damage, but this force damage is not mulitplied on a critical hit. The affected weapon deals this force damage to ethereal creatures on a successful attack, though this spell does not allow the weapon to otherwise strike ethereal creatures (so if the wielder is on the Material Plane, the weapon does not connect with any ethereal creatures and has no other effect on them, but an ethereal wielder will deal full damage as normal to other ethereal creatures). The warrior-mage Aeridion developed this particular spell to deal with incorporeal shadows that had the annoying tendency to drain his strength, and to help him fight golems.</p><p></p><p></p><p><span style="color: Red"><strong>Arcane Might</strong></span></p><p>Transmutation</p><p><strong><span style="color: Blue"><em>Level:</em></span></strong> Brd 4, Sor/Wiz 5, Wuj 5</p><p><strong><span style="color: Blue"><em>Components:</em></span></strong> V, S, M</p><p><strong><span style="color: Blue"><em>Casting Time:</em></span></strong> 1 round</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 grants the creature touched a +1d4 natural armor bonus to AC, and an equal enhancement bonus to Strength, Dexterity, and Constitution. Additionally, the target’s base speed is increased by 5 feet for each point rolled on the d4; this counts as an enhancement bonus. Thus, if a 2 is rolled, then the beneficiary of this spell would gain a +2 natural armor bonus to AC, a +2 enhancement bonus to Strength, a +2 enhancement bonus to Dexterity, a +2 enhancement bonus to Constitution, and a +10-foot enhancement bonus to base speed. The material component is a tiny piece of ivory, carved into the shape of a gauntlet, worth 10 gold.</p><p></p><p><span style="color: Red"><strong>Battle Charm</strong></span></p><p>Enchantment (Charm) (Mind-Affecting)</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, F</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>Targets:</em></span></strong> Living creatures with total hit dice of up to 4 + 2 per caster level</p><p><strong><span style="color: Blue"><em>Duration:</em></span></strong> 2 hours</p><p><strong><span style="color: Blue"><em>Saving Throw:</em></span></strong> Will negates</p><p><strong><span style="color: Blue"><em>Spell Resistance:</em></span></strong> Yes</p><p>The <em>Battle Charm</em> is a trick many arcanists use to save themselves from death or serious injury in combat. Casting this spell bewitches one or more creatures, making them sympathetic toward the caster and considering the caster's position in a more positive light. Even if the caster is blasting them and their comrades with magical attacks, the bewitched creatures consider it only a desperate attempt to survive, and take pity on the caster when they have to strike him or her down.</p><p></p><p>Specifically, each creature who fails its Will saving throw will avoid killing or eating the caster for the duration of this spell, using nonlethal force whenever possible and avoiding any finishing blows, such as a coup de grace, a poison that deals Constitution damage, a <em>Disintegrate</em> spell, or a <em>Phantasmal Killer</em> spell, for example. The affected creatures will attempt to use attacks that deal subdual damage to the caster, or other attacks that could subdue the caster without killing him or her, whenever possible. They also avoid activating damage-increasing feats and abilities against the caster, like Power Attack, Smite Evil, and others that require a choice to use (except for the Merciful magic weapon quality, which they will use if possible when attacking the caster).</p><p></p><p>They avoid taking the attack penalty to try inflicting subdual damage, however, until the caster has already been noticeably injured; once the caster is injured, the affected creatures will prefer subdual damage attacks in order to avoid killing the injured caster (this no longer applies if the caster is apparently healed of all normal damage). They will not necessarily focus on the caster, but will utilize their normal judgment (or the orders of their superiors, as appropriate) in combat, and if that means attacking the caster, this spell does not prevent it.</p><p></p><p>The affected creatures will only deliver a killing blow on purpose if they are commanded to do so by their leader, in-person, on threat of death, serious injury, exile, or loss of social or military position (otherwise, they will try to be sneaky and deliver only a subdual damage finishing blow). Affected creatures will attempt to dissuade others from killing the caster, or from ordering the caster's death, but only after the caster has been defeated (or after all the caster's apparent allies have been defeated). They will not risk serious personal loss for it. At the end of <em>Battle Charm's</em> duration, the affected creatures realize that their compassion towards the caster of <em>Battle Charm</em> was forced, not natural. The focus component for <em>Battle Charm</em> is an ivory mask depicting a crying demon, worth 100 gold.</p><p></p><p></p><p><span style="color: Red"><strong>Cleansing Rain</strong></span></p><p>Conjuration (Creation) (Good) (Healing) (Water)</p><p><strong><span style="color: Blue"><em>Level:</em></span></strong> Rgr 2</p><p><strong><span style="color: Blue"><em>Components:</em></span></strong> V, S, 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> 10 ft.</p><p><strong><span style="color: Blue"><em>Area:</em></span></strong> 10-ft.-radius emanation, centered on you</p><p><strong><span style="color: Blue"><em>Duration:</em></span></strong> 1 round/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> Yes (harmless) (see text)</p><p>A light, sparkling rain swirls around you, conjured with essences of the Elemental Plane of Water and the Positive Energy Plane, tapping into the benevolent forces of nature to promote health and ward off malicious or negative entities. The rain is not fierce enough or thick enough to provide any concealment or other visibility problems, but douses minor fires (especially hot ones, such as a forge or bonfire, and well-shielded ones, such as an iron stove, are not doused). The rain also washes away muck, oil, dirt, and other soiling, though it does not affect Sovereign Glue or tanglefoot bags, and does not cause rust.</p><p></p><p>Each round, the <em>Cleansing Rain</em> deals 1 point of positive energy damage to Undead creatures, and 1 point of holy (good) damage from sacred energy to evil creatures (evil Undead suffer both kinds of damage, for a total of 2 points per round). If you fail to overcome an Undead creature's or evil creature's Spell Resistance, they are unaffected. Living creatures within the area are cleansed of some toxins and illnesses, by receiving a +2 sacred bonus on saving throws against poisons and diseases. Lastly, you alone are healed by the positive energy accompanying the rain, healing 1 hit point per round (and an equal amount of subdual damage, as normal for magical healing). All of the conjured rain disappears at the end of the spell's duration. The material component for this spell is a flask filled with exquisite herbal tea, worth a total of 2 gold pieces.</p><p></p><p></p><p><span style="color: Red"><strong>Creepy Howl</strong></span></p><p>Transmutation (Fear) (Mind-Affecting) (Sonic)</p><p><strong><span style="color: Blue"><em>Level:</em></span></strong> Rgr 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 action</p><p><strong><span style="color: Blue"><em>Range:</em></span></strong> 20 ft.</p><p><strong><span style="color: Blue"><em>Area:</em></span></strong> 20-ft.-radius spread, centered on you</p><p><strong><span style="color: Blue"><em>Duration:</em></span></strong> Instantaneous + 1d4 rounds (see text)</p><p><strong><span style="color: Blue"><em>Saving Throw:</em></span></strong> Will partial</p><p><strong><span style="color: Blue"><em>Spell Resistance:</em></span></strong> Yes</p><p>You utter a few syllables of primal magic, then take a deep breath and let out a loud, primal howl that sends fear into the hearts of others and rattles their bones with nature's menacing fury. Creatures within the area of effect must succeed at a Will saving throw or be shaken for 1d4 rounds; any creature with 10 or more Hit Dice are only shaken for 1 round on a failed save. Shaken creatures suffer a -2 morale penalty on attack rolls, saving throws, and checks. Regardless of the save, everything within the area suffers 2d4 points of sonic damage. The sonic damage is instantaneous like the howl. Even subjects that are immune to fear or mind-affecting effects, such as Vermin, Undead, and objects, are affected by the sonic damage. You are completely unaffected by your own Creepy Howl.</p><p></p><p><span style="color: Red"><strong>Cure Massive Wounds</strong></span></p><p>Conjuration (Healing)</p><p><strong><span style="color: Blue"><em>Level:</em></span></strong> Brd 5, Clr 5, Dru 6, Sha 5, Shu-Water 5</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> 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> Instantaneous</p><p><strong><span style="color: Blue"><em>Saving Throw:</em></span></strong> Will half (harmless)</p><p><strong><span style="color: Blue"><em>Spell Resistance:</em></span></strong> Yes (harmless)</p><p>By laying your hand on a living creature, you channel positive energy to heal their injuries and rejuvenate their stamina. This heals the living creature of up to 6d8 points of damage, +1 point per caster level, and heals an equal amount of subdual damage. Laying your hand on an undead creature instead disrupts the negative energy that animates it, with the positive energy channeled through this spell. Since undead creatures are harmed by positive energy, this spell deals damage to them instead of healing them. A Will saving throw can reduce the damage by half, and undead are not normally willing recipients of this spell, so a melee touch attack is necessary to successfully affect an undead creature with this spell. <em>Cure Massive Wounds</em> is simply a more powerful version of <em>Cure Light Wounds</em>.</p><p></p><p><span style="color: Red"><strong>Darkness Beam</strong></span></p><p>Necromancy</p><p><strong><span style="color: Blue"><em>Level:</em></span></strong> Sor/Wiz 5</p><p><strong><span style="color: Blue"><em>Components:</em></span></strong> V, S, 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> Long (400 ft. + 40 ft./level) or 50 ft. + 5 ft./level</p><p><strong><span style="color: Blue"><em>Area:</em></span></strong> Line 5 ft. wide to long range (400 ft. + 40 ft./level); or line 20 ft. wide to 50 ft. + 5 ft./level</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 half and Fortitude partial (see text)</p><p><strong><span style="color: Blue"><em>Spell Resistance:</em></span></strong> Yes</p><p>The <em>Darkness Beam</em> is a necromantic spell that draws up large amounts of negative energy from the Plane of Negative Energy, then hurls all of that energy in a long, wide bolt that ravages all living creatures unfortunate enough to be caught within it. At the same time, <em>Darkness Beam</em> suffuses Undead creatures in the area with renewed negative energy, strengthening their animation and keeping their forms together. The <em>Darkness Beam</em> is a shimmering mass of inky-black negative energy, rippling with gray and violet.</p><p></p><p>When you cast this spell, choose whether to make it a thin beam or a wide beam. As a thin beam, it has long range (400 feet, +40 feet per caster level), while the wide beam has a range of just 50 feet (+5 feet per caster level). The thin beam is 5 feet wide, but the wide beam is 20 feet wide. Only living creatures and Undead creatures are affected by this spell (even though spells with Fortitude saves don't normally affect Undead). Living creatures in the area suffer 1d8 points of negative energy damage, +1d8 per two caster levels, to a maximum of 8d8 at 14th-level onward. Undead creatures are instead healed of that much damage, since negative energy heals them rather than harming them. Subjects may attempt a Reflex saving throw for half damage.</p><p></p><p>Any living creature that suffers negative energy damage from this spell is weakened by its intense forces, suffering 1d3 points of temporary Strength damage and 1d3 points of temporary Dexterity damage. Living creatures suffer no ability damage in this manner if they succeed at a Fortitude saving throw. The material component of this spell is one or more black pearls, worth at least 300 gold pieces in total.</p><p></p><p></p><p><span style="color: Red"><strong>Fey Spite</strong></span></p><p>Transmutation</p><p><strong><span style="color: Blue"><em>Level:</em></span></strong> Rgr 1</p><p><strong><span style="color: Blue"><em>Components:</em></span></strong> V, S, DF, XP</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> Melee weapon touched</p><p><strong><span style="color: Blue"><em>Duration:</em></span></strong> 5 rounds</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>With this spell, a ranger calls upon natural magic of the fey to empower his or her weapon against spirits, monsters, and more hideous things. One melee weapon touched is imbued with <em>Fey Spite,</em> which allows that weapon to overcome Damage Reduction and other defenses as though it were a magic weapon with a +1 enhancement, though this does not actually increase attack or damage rolls. The weapon gains an actual, magical +1 enhancement bonus to attack and damage rolls against Aberrations, Constructs, and Undead, which stacks with the aforementioned benefit for purposes of overcoming Damage Reduction. Furthermore, the weapon is treated as having the Ghost Touch magic weapon quality for the duration of this spell, but only for purposes of making attacks (not for purposes of who can wield it). This allows it to strike incorporeal creatures without the usual 50% chance of failure. Casting this spell has an additional cost of 300 Experience Points.</p><p></p><p><span style="color: Red"><strong>Flame Pillar</strong></span></p><p>Evocation (Fire)</p><p><strong><span style="color: Blue"><em>Level:</em></span></strong> Shu 4 (Fire), Sor/Wiz 4</p><p><strong><span style="color: Blue"><em>Components:</em></span></strong> V, S, M</p><p><strong><span style="color: Blue"><em>Casting Time:</em></span></strong> 1 round</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>Area:</em></span></strong> Up to five cylinders 10 ft. in diameter and 10 ft./level tall</p><p><strong><span style="color: Blue"><em>Targets:</em></span></strong> One creature, + 1 creature/3 caster levels above 7th, maximum 5 targets</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 half or Fortitude partial (Object) (see text)</p><p><strong><span style="color: Blue"><em>Spell Resistance:</em></span></strong> Yes</p><p>The <em>Flame Pillar</em> spell creates a pillar of flame that bursts from the ground beneath a foe. It reaches up to 10 feet per caster level into the air, and is 10 feet in diameter, centered upon the corner of any square the target occupies. If the target is in the air and is higher than the pillar could reach from the ground, then the pillar instead bursts forth from the air just above the target, spreading downward. <em>Flame Pillar</em> deals 1d8 fire damage per 2 caster levels to the target foe, with a maximum of 10d8. Also, half the damage rounded up is dealt to all other creatures within the area of effect.</p><p></p><p>Creatures within the area, including the target, may attempt Reflex saves for half damage. The scorching flames instantly ignite any combustibles or flammables within the area of effect, and immediately burns to ashes any such flammables that have 15 hit points or fewer. Flammable magic or psionic items within the area receive a Fortitude save to prevent being instantly destroyed in this manner, but unless their descriptions state otherwise, they are still set on fire (either way, they detonate if powerful flames could normally cause that). Burning items may be extinguished normally, as the fire that lingers on them is nonmagical.</p><p></p><p>This spell creates an additional pillar of flame at 10th-level, and another at 13th-, 16th-, and 19th-levels, for a total of five flame pillars per casting at 19th-level. Each pillar must target a different foe, and each targeted foe must be within the spell’s range; if there are not enough foes in range, then the additional pillars disappear as soon as they appear, in a tiny, harmless puff of smoke near the feet of the caster. The pillars burst from the ground simultaneously. The material component for this spell is a tiny wad of herbal incense suitable for burning.</p><p></p><p></p><p><span style="color: Red"><strong>Frost Pillar</strong></span></p><p>Evocation (Cold)</p><p><strong><span style="color: Blue"><em>Level:</em></span></strong> Sor/Wiz 4</p><p><strong><span style="color: Blue"><em>Components:</em></span></strong> V, S, M</p><p><strong><span style="color: Blue"><em>Casting Time:</em></span></strong> 1 round</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>Area:</em></span></strong> Up to five cylinders 10 ft. in diameter and 10 ft./level tall</p><p><strong><span style="color: Blue"><em>Targets:</em></span></strong> One creature, + 1 creature/3 caster levels above 7th, maximum 5 targets</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 half or Fortitude negates (Object) (see text)</p><p><strong><span style="color: Blue"><em>Spell Resistance:</em></span></strong> Yes</p><p>The <em>Frost Pillar</em> spell creates a pillar of chilly mist that bursts from the ground beneath a foe. It reaches up to 10 feet per caster level into the air, and is 10 feet in diameter, centered upon the corner of any square the target occupies; if the target is in the air and is higher than the pillar could reach from the ground, then the pillar instead bursts forth from the air just above the target, spreading downward. <em>Frost Pillar</em> deals 1d8 cold damage per 2 caster levels to the target foe, with a maximum of 10d8. Also, half the damage rounded up is dealt to all other creatures within the area of effect.</p><p></p><p>Creatures within the area, including the target, may attempt Reflex saves for half damage. In addition, the coldness makes any items within the area of effect more brittle, reducing their hardness by 4 points for the next minute (10 rounds), but no lower than 0 hardness. Magical or psionic items within the area receive a Fortitude save to prevent the brittleness.</p><p></p><p>This spell creates an additional pillar of freezing mist at 10th-level, and another at 13th-, 16th-, and 19th-levels, for a total of five frosty pillars per casting at 19th-level. Each pillar must target a different foe, and each targeted foe must be within the spell’s range; if there are not enough foes in range, then the additional pillars disappear as soon as they appear, in a tiny, harmless puff of smoke near the feet of the caster. The pillars burst from the ground simultaneously. The material component for this spell is an alchemically preserved shard of ice.[/sblock]</p></blockquote><p></p>
[QUOTE="Arkhandus, post: 4758987, member: 13966"] [b]Preview of Further Custom Aurelian Spells[/b] [SIZE=3][COLOR=Green][I][U][B]Additional Custom Aurelian Spells, Levels 0-6[/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] ...............Regenerate Minor Wounds (Clr, Dru) [COLOR=Blue][I][B]Enchantment[/B][/I][/COLOR] ...............Halumin's Verbal Assault (Brd) [COLOR=Red][B]1st-Level:[/B][/COLOR] [COLOR=Blue][I][B]Conjuration[/B][/I][/COLOR] ...............Summoning Surge (Brd, Clr, Sor/Wiz, Wuj) [COLOR=Blue][I][B]Enchantment[/B][/I][/COLOR] ...............Pack Mind (Rgr) ...............Painful Impulse (Brd) [COLOR=Blue][I][B]Evocation[/B][/I][/COLOR] ...............Lesser Fireball (Sor/Wiz, Wuj-Fire) [COLOR=Blue][I][B]Necromancy[/B][/I][/COLOR] ...............Noxious Ruin (Rgr) ...............Quell Vitality (Sor/Wiz, Wuj) ...............Strength of the Herd (Rgr) [COLOR=Blue][I][B]Transmutation[/B][/I][/COLOR] ...............Fey Spite (Rgr) ...............Smoldering Assault (Rgr) [COLOR=Red][B]2nd-Level:[/B][/COLOR] [COLOR=Blue][I][B]Conjuration[/B][/I][/COLOR] ...............Cleansing Rain (Rgr) [COLOR=Blue][I][B]Enchantment[/B][/I][/COLOR] ...............Battle Charm (Brd, Sor/Wiz) ...............Hesitation (Brd, Sor/Wiz) ...............Painful Impulse (Sor/Wiz) ...............Stupor (Brd, Sor/Wiz) [COLOR=Blue][I][B]Evocation[/B][/I][/COLOR] ...............Tempest Strike (Rgr) [COLOR=Blue][I][B]Necromancy[/B][/I][/COLOR] ...............Garnakt’s Draining Touch (Sor/Wiz) [COLOR=Blue][I][B]Transmutation[/B][/I][/COLOR] ...............Creepy Howl (Rgr) ...............Sand Spear (Rgr) [COLOR=Red][B]3rd-Level:[/B][/COLOR] [COLOR=Blue][I][B]Conjuration[/B][/I][/COLOR] ...............Scathing Venom (Rgr) [COLOR=Blue][I][B]Enchantment[/B][/I][/COLOR] ...............Predator’s Frenzy (Rgr) ...............Slumber Pollen (Rgr) [COLOR=Blue][I][B]Evocation[/B][/I][/COLOR] ...............Loroche’s Unerring Bolt (Sor/Wiz) ...............Taurion’s Rapid Riposte (Sor/Wiz) [COLOR=Blue][I][B]Illusion[/B][/I][/COLOR] ...............Nelna’s Invisible Tent (Brd, Sor/Wiz) [COLOR=Blue][I][B]Necromancy[/B][/I][/COLOR] ...............Revenant Strike (Sor/Wiz, Wuj) [COLOR=Blue][I][B]Transmutation[/B][/I][/COLOR] ...............Adamantine Sheen (Rgr) ...............Aeridion’s Vengeful Blade (Sor/Wiz) ...............Storm Shield (Rgr) [COLOR=Red][B]4th-Level:[/B][/COLOR] [COLOR=Blue][I][B]Conjuration[/B][/I][/COLOR] ...............Glacial Axe (Rgr) ...............Wildfire Wreath (Rgr) [COLOR=Blue][I][B]Evocation[/B][/I][/COLOR] ...............Acid Pillar (Sor/Wiz) ...............Flame Pillar (Shu-Fire, Sor/Wiz) ...............Frost Pillar (Sor/Wiz) ...............Lightning Pillar (Sor/Wiz, Wuj) ...............Loroche’s Bolt-Hole (Brd, Sor/Wiz) ...............Taurion’s Force Lance (Sor/Wiz) ...............Thunder Pillar (Sor/Wiz, Wuj) [COLOR=Blue][I][B]Necromancy[/B][/I][/COLOR] ...............Pack Survival (Rgr) ...............Shadow of Death (Sor/Wiz, Wuj) [COLOR=Blue][I][B]Transmutation[/B][/I][/COLOR] ...............Arcane Might (Brd) [COLOR=Red][B]5th-Level:[/B][/COLOR] [COLOR=Blue][I][B]Conjuration[/B][/I][/COLOR] ...............Cure Massive Wounds (Brd, Clr, Sha, Shu-Water) ...............Regenerate Massive Wounds (Dru) [COLOR=Blue][I][B]Evocation[/B][/I][/COLOR] ...............Greater Fireball (Sor/Wiz, Wuj-Fire) [COLOR=Blue][I][B]Necromancy[/B][/I][/COLOR] ...............Darkness Beam (Sor/Wiz) ...............Staggering Surge (Sor/Wiz) [COLOR=Blue][I][B]Transmutation[/B][/I][/COLOR] ...............Arcane Might (Sor/Wiz, Wuj) [COLOR=Red][B]6th-Level:[/B][/COLOR] [COLOR=Blue][I][B]Conjuration[/B][/I][/COLOR] ...............Cure Massive Wounds (Dru) ...............Michella’s Vitalizing Verse (Brd) ...............Regenerate Massive Wounds (Clr) [COLOR=Blue][I][B]Universal[/B][/I][/COLOR] ...............Mnemonic Boost (Wiz, Wuj) [SIZE=2][COLOR=Yellow][U]Spell Descriptions[/U][/COLOR][/SIZE] [sblock][COLOR=Red][B]Acid Pillar[/B][/COLOR] Evocation (Acid) [B][COLOR=Blue][I]Level:[/I][/COLOR][/B] Sor/Wiz 4 [B][COLOR=Blue][I]Components:[/I][/COLOR][/B] V, S, M [B][COLOR=Blue][I]Casting Time:[/I][/COLOR][/B] 1 round [B][COLOR=Blue][I]Range:[/I][/COLOR][/B] Medium (100 ft. + 10 ft./level) [B][COLOR=Blue][I]Area:[/I][/COLOR][/B] Up to five cylinders 10 ft. in diameter and 10 ft./level tall [B][COLOR=Blue][I]Targets:[/I][/COLOR][/B] One creature, + 1 creature/3 caster levels above 7th, maximum 5 targets [B][COLOR=Blue][I]Duration:[/I][/COLOR][/B] Instantaneous [B][COLOR=Blue][I]Saving Throw:[/I][/COLOR][/B] Reflex half or Fortitude half (Object) (see text) [B][COLOR=Blue][I]Spell Resistance:[/I][/COLOR][/B] Yes The [I]Acid Pillar[/I] spell creates a pillar of acid that bursts from the ground beneath a foe. It reaches up to 10 feet per caster level into the air, and is 10 feet in diameter, centered upon the corner of any square the target occupies; if the target is in the air and is higher than the pillar could reach from the ground, then the pillar instead bursts forth from the air just above the target, spreading downward. [I]Acid Pillar[/I] deals 1d12 acid damage per 3 caster levels to the target foe, with a maximum of 6d12. Also, half the damage rounded up is dealt to all other creatures within the area of effect. Creatures within the area, including the target, may attempt Reflex saves for half damage. The first 2d12 damage done by the acid also affects all objects within the area, which may make Fortitude saves for half if they are magical or psionic. This spell creates an additional pillar of acid at 10th-level, and another at 13th-, 16th-, and 19th-levels, for a total of five acid pillars per casting at 19th-level. Each pillar must target a different foe, and each targeted foe must be within the spell’s range; if there are not enough foes in range, then the additional pillars disappear as soon as they appear, in a tiny, harmless puff of smoke near the feet of the caster. The pillars burst from the ground simultaneously. The material component for this spell is an alchemically-preserved peel from a citrus fruit, such as an orange or lemon. [COLOR=Red][B]Adamantine Sheen[/B][/COLOR] Transmutation (Earth) (Lawful) [B][COLOR=Blue][I]Level:[/I][/COLOR][/B] Rgr 3 [B][COLOR=Blue][I]Components:[/I][/COLOR][/B] V, S, F [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] Melee weapon touched [B][COLOR=Blue][I]Duration:[/I][/COLOR][/B] 5 rounds [B][COLOR=Blue][I]Saving Throw:[/I][/COLOR][/B] None [B][COLOR=Blue][I]Spell Resistance:[/I][/COLOR][/B] No This spell grants a melee weapon the appearance of adamantine temporarily, even if the weapon is not metallic. For the duration of this spell, the touched weapon is treated as adamantine for all intents and purposes, gaining the hit points, hardness, and other qualities of an adamantine weapon. The affected weapon also overcomes Damage Reduction and other defenses as though it were a +2 magic weapon, so it can strike incorporeal creatures for example (though with the usual 50% chance of failure to hit any incorporeal creature, unless the weapon otherwise obtains the Ghost Touch property). It does not receive an actual +2 magical enhancement. Furthermore, the weapon is treated as a Lawful magic weapon, dealing +1d6 points of lawful damage against chaotic targets (not +2d6), and imposing one negative level on any chaotic creature that holds it (as long as they hold it) as per a Lawful weapon. In addition, the weapon deals +1d6 extra damage to targets with the Air subtype, thanks to the elemental-earth power it is infused with. Air-subtype creatures suffer a negative level while holding the weapon just like chaotic creatures do (and it stacks if they are chaotic Air creatures). Lastly, the affected weapon deals +2 damage on any successful hit, as its weight magically increases on impact, then decreases as the weapon is withdrawn from each strike. [COLOR=Red][B]Aeridion’s Vengeful Blade[/B][/COLOR] Transmutation (Force) [B][COLOR=Blue][I]Level:[/I][/COLOR][/B] Sor/Wiz 3 [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] Touch [B][COLOR=Blue][I]Target:[/I][/COLOR][/B] One piercing or slashing weapon touched [B][COLOR=Blue][I]Duration:[/I][/COLOR][/B] 1 minute/level [B][COLOR=Blue][I]Saving Throw:[/I][/COLOR][/B] None [B][COLOR=Blue][I]Spell Resistance:[/I][/COLOR][/B] No This spell empowers a single weapon you touch, granting it the ability to cause significant harm to nearly anything. This may only target a piercing or slashing weapon, and the wielder must be willing (or the target weapon must be willing if it is an intelligent item). [I]Aeridion's Vengeful Blade[/I] grants the target weapon the ability to strike opponents as though it were a magic weapon with a +5 enhancement bonus, though it does not gain any actual enhancement bonus; this is merely used to bypass damage reduction and to strike incorporeal creatures. In addition, the affected weapon may strike incorporeal foes without the normal 50% chance of failure. Lastly, the weapon deals 1d6 bonus force damage with each hit, in addition to its regular damage, but this force damage is not mulitplied on a critical hit. The affected weapon deals this force damage to ethereal creatures on a successful attack, though this spell does not allow the weapon to otherwise strike ethereal creatures (so if the wielder is on the Material Plane, the weapon does not connect with any ethereal creatures and has no other effect on them, but an ethereal wielder will deal full damage as normal to other ethereal creatures). The warrior-mage Aeridion developed this particular spell to deal with incorporeal shadows that had the annoying tendency to drain his strength, and to help him fight golems. [COLOR=Red][B]Arcane Might[/B][/COLOR] Transmutation [B][COLOR=Blue][I]Level:[/I][/COLOR][/B] Brd 4, Sor/Wiz 5, Wuj 5 [B][COLOR=Blue][I]Components:[/I][/COLOR][/B] V, S, M [B][COLOR=Blue][I]Casting Time:[/I][/COLOR][/B] 1 round [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 grants the creature touched a +1d4 natural armor bonus to AC, and an equal enhancement bonus to Strength, Dexterity, and Constitution. Additionally, the target’s base speed is increased by 5 feet for each point rolled on the d4; this counts as an enhancement bonus. Thus, if a 2 is rolled, then the beneficiary of this spell would gain a +2 natural armor bonus to AC, a +2 enhancement bonus to Strength, a +2 enhancement bonus to Dexterity, a +2 enhancement bonus to Constitution, and a +10-foot enhancement bonus to base speed. The material component is a tiny piece of ivory, carved into the shape of a gauntlet, worth 10 gold. [COLOR=Red][B]Battle Charm[/B][/COLOR] Enchantment (Charm) (Mind-Affecting) [B][COLOR=Blue][I]Level:[/I][/COLOR][/B] Brd 2, Sor/Wiz 2 [B][COLOR=Blue][I]Components:[/I][/COLOR][/B] V, S, F [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]Targets:[/I][/COLOR][/B] Living creatures with total hit dice of up to 4 + 2 per caster level [B][COLOR=Blue][I]Duration:[/I][/COLOR][/B] 2 hours [B][COLOR=Blue][I]Saving Throw:[/I][/COLOR][/B] Will negates [B][COLOR=Blue][I]Spell Resistance:[/I][/COLOR][/B] Yes The [I]Battle Charm[/I] is a trick many arcanists use to save themselves from death or serious injury in combat. Casting this spell bewitches one or more creatures, making them sympathetic toward the caster and considering the caster's position in a more positive light. Even if the caster is blasting them and their comrades with magical attacks, the bewitched creatures consider it only a desperate attempt to survive, and take pity on the caster when they have to strike him or her down. Specifically, each creature who fails its Will saving throw will avoid killing or eating the caster for the duration of this spell, using nonlethal force whenever possible and avoiding any finishing blows, such as a coup de grace, a poison that deals Constitution damage, a [I]Disintegrate[/I] spell, or a [I]Phantasmal Killer[/I] spell, for example. The affected creatures will attempt to use attacks that deal subdual damage to the caster, or other attacks that could subdue the caster without killing him or her, whenever possible. They also avoid activating damage-increasing feats and abilities against the caster, like Power Attack, Smite Evil, and others that require a choice to use (except for the Merciful magic weapon quality, which they will use if possible when attacking the caster). They avoid taking the attack penalty to try inflicting subdual damage, however, until the caster has already been noticeably injured; once the caster is injured, the affected creatures will prefer subdual damage attacks in order to avoid killing the injured caster (this no longer applies if the caster is apparently healed of all normal damage). They will not necessarily focus on the caster, but will utilize their normal judgment (or the orders of their superiors, as appropriate) in combat, and if that means attacking the caster, this spell does not prevent it. The affected creatures will only deliver a killing blow on purpose if they are commanded to do so by their leader, in-person, on threat of death, serious injury, exile, or loss of social or military position (otherwise, they will try to be sneaky and deliver only a subdual damage finishing blow). Affected creatures will attempt to dissuade others from killing the caster, or from ordering the caster's death, but only after the caster has been defeated (or after all the caster's apparent allies have been defeated). They will not risk serious personal loss for it. At the end of [I]Battle Charm's[/I] duration, the affected creatures realize that their compassion towards the caster of [I]Battle Charm[/I] was forced, not natural. The focus component for [I]Battle Charm[/I] is an ivory mask depicting a crying demon, worth 100 gold. [COLOR=Red][B]Cleansing Rain[/B][/COLOR] Conjuration (Creation) (Good) (Healing) (Water) [B][COLOR=Blue][I]Level:[/I][/COLOR][/B] Rgr 2 [B][COLOR=Blue][I]Components:[/I][/COLOR][/B] V, S, M [B][COLOR=Blue][I]Casting Time:[/I][/COLOR][/B] 1 action [B][COLOR=Blue][I]Range:[/I][/COLOR][/B] 10 ft. [B][COLOR=Blue][I]Area:[/I][/COLOR][/B] 10-ft.-radius emanation, centered on you [B][COLOR=Blue][I]Duration:[/I][/COLOR][/B] 1 round/level (D) [B][COLOR=Blue][I]Saving Throw:[/I][/COLOR][/B] None [B][COLOR=Blue][I]Spell Resistance:[/I][/COLOR][/B] Yes (harmless) (see text) A light, sparkling rain swirls around you, conjured with essences of the Elemental Plane of Water and the Positive Energy Plane, tapping into the benevolent forces of nature to promote health and ward off malicious or negative entities. The rain is not fierce enough or thick enough to provide any concealment or other visibility problems, but douses minor fires (especially hot ones, such as a forge or bonfire, and well-shielded ones, such as an iron stove, are not doused). The rain also washes away muck, oil, dirt, and other soiling, though it does not affect Sovereign Glue or tanglefoot bags, and does not cause rust. Each round, the [I]Cleansing Rain[/I] deals 1 point of positive energy damage to Undead creatures, and 1 point of holy (good) damage from sacred energy to evil creatures (evil Undead suffer both kinds of damage, for a total of 2 points per round). If you fail to overcome an Undead creature's or evil creature's Spell Resistance, they are unaffected. Living creatures within the area are cleansed of some toxins and illnesses, by receiving a +2 sacred bonus on saving throws against poisons and diseases. Lastly, you alone are healed by the positive energy accompanying the rain, healing 1 hit point per round (and an equal amount of subdual damage, as normal for magical healing). All of the conjured rain disappears at the end of the spell's duration. The material component for this spell is a flask filled with exquisite herbal tea, worth a total of 2 gold pieces. [COLOR=Red][B]Creepy Howl[/B][/COLOR] Transmutation (Fear) (Mind-Affecting) (Sonic) [B][COLOR=Blue][I]Level:[/I][/COLOR][/B] Rgr 2 [B][COLOR=Blue][I]Components:[/I][/COLOR][/B] V [B][COLOR=Blue][I]Casting Time:[/I][/COLOR][/B] 1 full-round action [B][COLOR=Blue][I]Range:[/I][/COLOR][/B] 20 ft. [B][COLOR=Blue][I]Area:[/I][/COLOR][/B] 20-ft.-radius spread, centered on you [B][COLOR=Blue][I]Duration:[/I][/COLOR][/B] Instantaneous + 1d4 rounds (see text) [B][COLOR=Blue][I]Saving Throw:[/I][/COLOR][/B] Will partial [B][COLOR=Blue][I]Spell Resistance:[/I][/COLOR][/B] Yes You utter a few syllables of primal magic, then take a deep breath and let out a loud, primal howl that sends fear into the hearts of others and rattles their bones with nature's menacing fury. Creatures within the area of effect must succeed at a Will saving throw or be shaken for 1d4 rounds; any creature with 10 or more Hit Dice are only shaken for 1 round on a failed save. Shaken creatures suffer a -2 morale penalty on attack rolls, saving throws, and checks. Regardless of the save, everything within the area suffers 2d4 points of sonic damage. The sonic damage is instantaneous like the howl. Even subjects that are immune to fear or mind-affecting effects, such as Vermin, Undead, and objects, are affected by the sonic damage. You are completely unaffected by your own Creepy Howl. [COLOR=Red][B]Cure Massive Wounds[/B][/COLOR] Conjuration (Healing) [B][COLOR=Blue][I]Level:[/I][/COLOR][/B] Brd 5, Clr 5, Dru 6, Sha 5, Shu-Water 5 [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] Touch [B][COLOR=Blue][I]Target:[/I][/COLOR][/B] Creature touched [B][COLOR=Blue][I]Duration:[/I][/COLOR][/B] Instantaneous [B][COLOR=Blue][I]Saving Throw:[/I][/COLOR][/B] Will half (harmless) [B][COLOR=Blue][I]Spell Resistance:[/I][/COLOR][/B] Yes (harmless) By laying your hand on a living creature, you channel positive energy to heal their injuries and rejuvenate their stamina. This heals the living creature of up to 6d8 points of damage, +1 point per caster level, and heals an equal amount of subdual damage. Laying your hand on an undead creature instead disrupts the negative energy that animates it, with the positive energy channeled through this spell. Since undead creatures are harmed by positive energy, this spell deals damage to them instead of healing them. A Will saving throw can reduce the damage by half, and undead are not normally willing recipients of this spell, so a melee touch attack is necessary to successfully affect an undead creature with this spell. [I]Cure Massive Wounds[/I] is simply a more powerful version of [I]Cure Light Wounds[/I]. [COLOR=Red][B]Darkness Beam[/B][/COLOR] Necromancy [B][COLOR=Blue][I]Level:[/I][/COLOR][/B] Sor/Wiz 5 [B][COLOR=Blue][I]Components:[/I][/COLOR][/B] V, S, M [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) or 50 ft. + 5 ft./level [B][COLOR=Blue][I]Area:[/I][/COLOR][/B] Line 5 ft. wide to long range (400 ft. + 40 ft./level); or line 20 ft. wide to 50 ft. + 5 ft./level [B][COLOR=Blue][I]Duration:[/I][/COLOR][/B] Instantaneous [B][COLOR=Blue][I]Saving Throw:[/I][/COLOR][/B] Reflex half and Fortitude partial (see text) [B][COLOR=Blue][I]Spell Resistance:[/I][/COLOR][/B] Yes The [I]Darkness Beam[/I] is a necromantic spell that draws up large amounts of negative energy from the Plane of Negative Energy, then hurls all of that energy in a long, wide bolt that ravages all living creatures unfortunate enough to be caught within it. At the same time, [I]Darkness Beam[/I] suffuses Undead creatures in the area with renewed negative energy, strengthening their animation and keeping their forms together. The [I]Darkness Beam[/I] is a shimmering mass of inky-black negative energy, rippling with gray and violet. When you cast this spell, choose whether to make it a thin beam or a wide beam. As a thin beam, it has long range (400 feet, +40 feet per caster level), while the wide beam has a range of just 50 feet (+5 feet per caster level). The thin beam is 5 feet wide, but the wide beam is 20 feet wide. Only living creatures and Undead creatures are affected by this spell (even though spells with Fortitude saves don't normally affect Undead). Living creatures in the area suffer 1d8 points of negative energy damage, +1d8 per two caster levels, to a maximum of 8d8 at 14th-level onward. Undead creatures are instead healed of that much damage, since negative energy heals them rather than harming them. Subjects may attempt a Reflex saving throw for half damage. Any living creature that suffers negative energy damage from this spell is weakened by its intense forces, suffering 1d3 points of temporary Strength damage and 1d3 points of temporary Dexterity damage. Living creatures suffer no ability damage in this manner if they succeed at a Fortitude saving throw. The material component of this spell is one or more black pearls, worth at least 300 gold pieces in total. [COLOR=Red][B]Fey Spite[/B][/COLOR] Transmutation [B][COLOR=Blue][I]Level:[/I][/COLOR][/B] Rgr 1 [B][COLOR=Blue][I]Components:[/I][/COLOR][/B] V, S, DF, XP [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] Melee weapon touched [B][COLOR=Blue][I]Duration:[/I][/COLOR][/B] 5 rounds [B][COLOR=Blue][I]Saving Throw:[/I][/COLOR][/B] None [B][COLOR=Blue][I]Spell Resistance:[/I][/COLOR][/B] No With this spell, a ranger calls upon natural magic of the fey to empower his or her weapon against spirits, monsters, and more hideous things. One melee weapon touched is imbued with [I]Fey Spite,[/I] which allows that weapon to overcome Damage Reduction and other defenses as though it were a magic weapon with a +1 enhancement, though this does not actually increase attack or damage rolls. The weapon gains an actual, magical +1 enhancement bonus to attack and damage rolls against Aberrations, Constructs, and Undead, which stacks with the aforementioned benefit for purposes of overcoming Damage Reduction. Furthermore, the weapon is treated as having the Ghost Touch magic weapon quality for the duration of this spell, but only for purposes of making attacks (not for purposes of who can wield it). This allows it to strike incorporeal creatures without the usual 50% chance of failure. Casting this spell has an additional cost of 300 Experience Points. [COLOR=Red][B]Flame Pillar[/B][/COLOR] Evocation (Fire) [B][COLOR=Blue][I]Level:[/I][/COLOR][/B] Shu 4 (Fire), Sor/Wiz 4 [B][COLOR=Blue][I]Components:[/I][/COLOR][/B] V, S, M [B][COLOR=Blue][I]Casting Time:[/I][/COLOR][/B] 1 round [B][COLOR=Blue][I]Range:[/I][/COLOR][/B] Medium (100 ft. + 10 ft./level) [B][COLOR=Blue][I]Area:[/I][/COLOR][/B] Up to five cylinders 10 ft. in diameter and 10 ft./level tall [B][COLOR=Blue][I]Targets:[/I][/COLOR][/B] One creature, + 1 creature/3 caster levels above 7th, maximum 5 targets [B][COLOR=Blue][I]Duration:[/I][/COLOR][/B] Instantaneous [B][COLOR=Blue][I]Saving Throw:[/I][/COLOR][/B] Reflex half or Fortitude partial (Object) (see text) [B][COLOR=Blue][I]Spell Resistance:[/I][/COLOR][/B] Yes The [I]Flame Pillar[/I] spell creates a pillar of flame that bursts from the ground beneath a foe. It reaches up to 10 feet per caster level into the air, and is 10 feet in diameter, centered upon the corner of any square the target occupies. If the target is in the air and is higher than the pillar could reach from the ground, then the pillar instead bursts forth from the air just above the target, spreading downward. [I]Flame Pillar[/I] deals 1d8 fire damage per 2 caster levels to the target foe, with a maximum of 10d8. Also, half the damage rounded up is dealt to all other creatures within the area of effect. Creatures within the area, including the target, may attempt Reflex saves for half damage. The scorching flames instantly ignite any combustibles or flammables within the area of effect, and immediately burns to ashes any such flammables that have 15 hit points or fewer. Flammable magic or psionic items within the area receive a Fortitude save to prevent being instantly destroyed in this manner, but unless their descriptions state otherwise, they are still set on fire (either way, they detonate if powerful flames could normally cause that). Burning items may be extinguished normally, as the fire that lingers on them is nonmagical. This spell creates an additional pillar of flame at 10th-level, and another at 13th-, 16th-, and 19th-levels, for a total of five flame pillars per casting at 19th-level. Each pillar must target a different foe, and each targeted foe must be within the spell’s range; if there are not enough foes in range, then the additional pillars disappear as soon as they appear, in a tiny, harmless puff of smoke near the feet of the caster. The pillars burst from the ground simultaneously. The material component for this spell is a tiny wad of herbal incense suitable for burning. [COLOR=Red][B]Frost Pillar[/B][/COLOR] Evocation (Cold) [B][COLOR=Blue][I]Level:[/I][/COLOR][/B] Sor/Wiz 4 [B][COLOR=Blue][I]Components:[/I][/COLOR][/B] V, S, M [B][COLOR=Blue][I]Casting Time:[/I][/COLOR][/B] 1 round [B][COLOR=Blue][I]Range:[/I][/COLOR][/B] Medium (100 ft. + 10 ft./level) [B][COLOR=Blue][I]Area:[/I][/COLOR][/B] Up to five cylinders 10 ft. in diameter and 10 ft./level tall [B][COLOR=Blue][I]Targets:[/I][/COLOR][/B] One creature, + 1 creature/3 caster levels above 7th, maximum 5 targets [B][COLOR=Blue][I]Duration:[/I][/COLOR][/B] Instantaneous [B][COLOR=Blue][I]Saving Throw:[/I][/COLOR][/B] Reflex half or Fortitude negates (Object) (see text) [B][COLOR=Blue][I]Spell Resistance:[/I][/COLOR][/B] Yes The [I]Frost Pillar[/I] spell creates a pillar of chilly mist that bursts from the ground beneath a foe. It reaches up to 10 feet per caster level into the air, and is 10 feet in diameter, centered upon the corner of any square the target occupies; if the target is in the air and is higher than the pillar could reach from the ground, then the pillar instead bursts forth from the air just above the target, spreading downward. [I]Frost Pillar[/I] deals 1d8 cold damage per 2 caster levels to the target foe, with a maximum of 10d8. Also, half the damage rounded up is dealt to all other creatures within the area of effect. Creatures within the area, including the target, may attempt Reflex saves for half damage. In addition, the coldness makes any items within the area of effect more brittle, reducing their hardness by 4 points for the next minute (10 rounds), but no lower than 0 hardness. Magical or psionic items within the area receive a Fortitude save to prevent the brittleness. This spell creates an additional pillar of freezing mist at 10th-level, and another at 13th-, 16th-, and 19th-levels, for a total of five frosty pillars per casting at 19th-level. Each pillar must target a different foe, and each targeted foe must be within the spell’s range; if there are not enough foes in range, then the additional pillars disappear as soon as they appear, in a tiny, harmless puff of smoke near the feet of the caster. The pillars burst from the ground simultaneously. The material component for this spell is an alchemically preserved shard of ice.[/sblock] [/QUOTE]
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