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<blockquote data-quote="Arkhandus" data-source="post: 4764563" data-attributes="member: 13966"><p><span style="font-size: 10px"><span style="color: Yellow"><u>Spell Descriptions, Part 2</u></span></span></p><p>[sblock]<span style="color: Red"><strong>Garnakt’s Draining Touch</strong></span></p><p>Necromancy</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, 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> Touch</p><p><strong><span style="color: Blue"><em>Target:</em></span></strong> Living 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> Fortitude partial (see text)</p><p><strong><span style="color: Blue"><em>Spell Resistance:</em></span></strong> Yes</p><p>An Orcish sorcerer developed this spell to suit his greedy and rapacious nature, weakening enemies so he could more easily chase them down and defeat them, mug them, or do other terrible things to them. Orcish lore tells that despite his creativity, Garnakt perished a few years after devising this spell, slain by a Human sorceress who bested him in combat despite it. <em>Garnakt's Draining Touch</em> charges your hand with a pale nimbus of sickly yellow energy, and you may make a melee touch attack as part of casting this spell. Touch attacks ignore armor, shield, and natural armor bonuses to Armor Class.</p><p></p><p>If your touch attack succeeds against a living creature, your victim suffers 1d6 points of damage, +1 point per three caster levels (max 1d6+3), and must attempt a Fortitude saving throw. A successful save reduces the damage by half. On a failed save, they become fatigued (until recovering normally from that condition, usually by getting 8 hours of rest). Furthermore, if they fail the saving throw, you are relieved of any fatigue you are already suffering from (if any). If you were exhausted, you instead become merely fatigued. You are not relieved of fatigue unless the opponent is successfully afflicted with it by this spell (this fatigue is cumulative with other fatigue, as normal; a fatigued creature that suffers additional fatigue becomes exhausted).</p><p></p><p>Regardless of the save, if this spell deals any hit point damage or subdual damage, you are magically healed of an equal amount (and note that magical healing cures an equal amount of subdual damage whenever it cures hit point damage). You do not heal if the opponent is not successfully damaged, after any defenses are factored in (such as Damage Reduction). This spell applies for only one touch per casting. The material component for <em>Garnakt's Draining Touch</em> is an alchemically-preserved leech worth 5 gp.</p><p></p><p></p><p><span style="color: Red"><strong>Glacial Axe</strong></span></p><p>Conjuration (Cold) (Creation) (Water)</p><p><strong><span style="color: Blue"><em>Level:</em></span></strong> Rgr 4</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> Personal</p><p><strong><span style="color: Blue"><em>Target:</em></span></strong> You</p><p><strong><span style="color: Blue"><em>Effect:</em></span></strong> Conjured battleaxe</p><p><strong><span style="color: Blue"><em>Duration:</em></span></strong> 1 round/level (D) (see text)</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, you conjure up a magical battleaxe composed of water and ice, which leaves shards of itself in stricken enemies and at the same time shields you from heat and flames. The battleaxe created is the same size category as yourself, and changes size categories with you as appropriate. It has all the statistics for a normal battleaxe of its size, except as follows. The <em>Glacial Axe</em> has a +2 enhancement bonus to attack and damage rolls, and cannot leave your grasp (you cannot drop it, sheathe it, stow it, or be disarmed of it, though you can shift between a one-handed grip and a two-handed grip).</p><p></p><p>Each successful hit with the <em>Glacial Axe</em> deals 2d4 points of bonus piercing damage, as it imbeds shards of hard ice into the victim, and 2d6 points of bonus cold damage from its frigid form. The shards left by each hit deal an additional 2d4 points of cold damage on the round following their impact, and 1d4 cold damage on the round after that (they melt away after two rounds of being embedded in the victim). Every 2 points of fire damage dealt to the victim reduces the damage of one batch of ice-shards in that victim (if any are embedded in them at the time) by one die (this negates the third round's 1d4 damage, as well as reducing the second round's 2d4 damage to 1d4 if it occurs soon enough).</p><p></p><p>The <em>Axe</em> melts away into a puddle of harmless, lukewarm water after making 1 successful hit per caster level (whether or not the hit deals any damage, after defenses are factored in). As long as the <em>Glacial Axe</em> is intact, it negates up to 5 points of fire damage to the wielder from each instance of fire damage, as part of its watery form flows around into a barrier against the heat or flames at those times. However, each time that the <em>Glacial Axe</em> negates some fire damage, it counts as one successful hit by the <em>Axe</em> for purposes of determining when it collapses into a puddle. All ice and water conjured by this spell disappears at the end of its duration (ceasing any further damage from the shards). The wielder is unaffected by the cold of the <em>Glacial Axe</em> (even if some effect turns that cold damage back against them).</p><p></p><p></p><p><span style="color: Red"><strong>Greater Fireball</strong></span></p><p>Evocation (Fire)</p><p><strong><span style="color: Blue"><em>Level:</em></span></strong> Sor/Wiz 5, Wuj 5 (Fire)</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 full-round 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>Area:</em></span></strong> 50-ft.-radius spread</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</p><p><strong><span style="color: Blue"><em>Spell Resistance:</em></span></strong> Yes</p><p>This spell is a more potent version of <em>Fireball</em>, an expanded and advanced version of that spell's incantations and arcane formula. <em>Greater Fireball</em> functions exactly like the <em>Fireball</em> spell, except as noted above and as follows. The fire damage is 1d4+1 points per caster level, to a maximum of 15d4+15 damage at 15th-level onward. The area of effect is a spread, 50 feet in radius.</p><p></p><p><span style="color: Red"><strong>Halumin’s Verbal Assault</strong></span></p><p>Enchantment (Compulsion) (Mind-Affecting) (Language-Dependant) (Sonic)</p><p><strong><span style="color: Blue"><em>Level:</em></span></strong> Brd 0</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> Close (25 ft. + 5 ft./2 levels)</p><p><strong><span style="color: Blue"><em>Target:</em></span></strong> One living creature</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 negates</p><p><strong><span style="color: Blue"><em>Spell Resistance:</em></span></strong> Yes</p><p>This bardic cantrip attacks the wits, ego, and nerves of an opponent with a short, snarling arcane verse followed by a scathing insult. In order to be affected, the target creature must hear you and understand the language you speak the insult with. <em>Halumin’s Verbal Assault</em> deals 1d4+1 points of subdual damage to the creature, except on a successful Will saving throw, as mental feedback from the spell makes them physically pained. The widely-traveled Basranni bard Halumin devised this spell in his early days of adventuring, yet well after earning his reputation as a loud-mouthed master of insults and scathing derision.</p><p></p><p><span style="color: Red"><strong>Hesitation</strong></span></p><p>Enchantment (Compulsion) (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</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> Any number of living creatures, but total hit dice cannot exceed caster level</p><p><strong><span style="color: Blue"><em>Duration:</em></span></strong> 3 rounds</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>This spell forces one or more creatures to hesitate before taking any actions, filled with doubt and indecisiveness. This is an emotion effect. Choose any number of target living creautres within range for this spell, in any order. The DM checks each target's hit dice in the order selected and, if the total hit dice so far does not exceed your caster level, rolls a saving throw for that target. If the target's hit dice would bring the total over your caster level, then that target is unaffected and the DM checks the next target.</p><p></p><p>Each creature that is affected, within the alloted hit die total, is allowed a Will saving throw to try resisting <em>Hesitation</em>. On a successful save, the total duration is reduced to just 1 round for the creature that made its Will save. Each round that a creature is affected, that creature is limited to only taking a partial action on his or her turn, but may also take 5-foot steps as normal; this is regardless of any other effects that may grant additional actions (even a <em>Hasted</em> creature, for instance, hesitates to take anything more than a single partial action per round).</p><p></p><p></p><p><span style="color: Red"><strong>Lesser Fireball</strong></span></p><p>Evocation (Fire)</p><p><strong><span style="color: Blue"><em>Level:</em></span></strong> Sor/Wiz 1, Wuj 1 (Fire)</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 full-round 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>Area:</em></span></strong> 10-ft.-radius spread</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</p><p><strong><span style="color: Blue"><em>Spell Resistance:</em></span></strong> Yes</p><p>This spell is a weaker version of <em>Fireball</em>, a simplified version of that spell's incantations and arcane formula. <em>Lesser Fireball</em> functions exactly like the <em>Fireball</em> spell, except as noted above and as follows. The fire damage is 1d4 points, +1d4 per two caster levels beyond the 1st, to a maximum of 4d4 damage at 7th-level onward. The area of effect is a spread, 10 feet in radius. <em>Lesser Fireball</em> does not burn hot enough to melt metals.</p><p></p><p><span style="color: Red"><strong>Lightning Pillar</strong></span></p><p>Evocation (Electricity)</p><p><strong><span style="color: Blue"><em>Level:</em></span></strong> Sor/Wiz 4, Wuj 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>Lightning Pillar</em> spell creates a pillar of electrical power 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>Lightning Pillar</em> deals 1d8 electricity 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.</p><p></p><p>Combustible objects within the area of effect explode, but flammable objects do not catch fire from the lightning's brief flash of heat. Magical or psionic combustibles receive a Fortitude save to avoid automatically exploding, unless their descriptions note otherwise. Metal objects within the area of effect are somewhat magnetized by the electricity, worsening the armor check penalty of metal armors and shields by 2 points, reducing the maximum dexterity bonus to AC by 2 points for metal armors, increasing the arcane spell failure of metal armors and shields by +10%, and imposing a -2 penalty on attack rolls with weapons that have any metal. This effect lasts for 3 rounds as the metal objects are drawn to each other and other metal at random. Magical and psionic items receive a Fortitude save to negate the brief magnetization, or to prevent exploding if they are combustible.</p><p></p><p>This spell creates an additional pillar of lightning at 10th-level, and another at 13th-, 16th-, and 19th-levels, for a total of five lightning 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 shard of nickel.</p><p></p><p></p><p><span style="color: Red"><strong>Loroche’s Bolt-Hole</strong></span></p><p>Evocation</p><p><strong><span style="color: Blue"><em>Level:</em></span></strong> Brd 4, 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 action</p><p><strong><span style="color: Blue"><em>Range:</em></span></strong> Touch</p><p><strong><span style="color: Blue"><em>Effect:</em></span></strong> One extra-dimensional space, 20 feet long by 10 feet wide by 10 feet tall</p><p><strong><span style="color: Blue"><em>Duration:</em></span></strong> 1 hour/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 sneaky spell, invented by the troublesome (and oft plagued with troubles) mage Loroche, creates an extradimensional hidey-hole. Loroche found himself in need of a safe hiding spot sometimes, where he could safely retreat from a heated battle, a furious monarch, or constables and guard-mages accusing him of robbery (sometimes they were right!). So he studied some advanced planar spells, and devised his own simpler, quicker one, of a sort that served his purposes without being so difficult, unwieldy, or lavish. Just a quick bolt-hole for hiding, resting, stashing loot, and holding secret meetings.</p><p></p><p><em>Loroche's Bolt-Hole</em> creates a small, box-like extradimensional space, 20 feet long horizontally from where it is placed, 10 feet wide, and 10 feet tall. The caster touches a vertical or diagonal surface, such as a wall, upon casting this spell and that surface becomes the entrance to the extradimensional space. The touched surface undergoes no noticeable changes, except that the spell's aura (when viewed with <em>Detect Magic</em> or similar effects) encompasses a 10-square-foot space along that surface. If the surface is not large enough, the size and shape of the entrance is reduced appropriately in those spots.</p><p></p><p>However, the caster and anyone else permitted by him or her at the time of casting (whether they are present at the time or not) may enter and leave the <em>Bolt-Hole</em> through that 'entrance' at will, as long as the spell is still in effect. The caster sees the 'entrance' of the Bolt-Hole as though it were faintly glowing in various colors, when looking at it from outside, but no one else sees it. On the inside, the 'entrance' is unseen and affords a clear view of the outside for those looking out, but the other five walls of the extradimensional space are an opaque, dull gray, emitting slightly less than the equivalent of candlelight in the area (and none of that light goes past the entrance).</p><p></p><p>Anything can pass through the entrance, excluding non-permitted creatures, and excluding objects greater than Fine in size (though such objects can be physically carried, pushed, or pulled into or out of the space by permitted creatures). This means that sand, most hail, sound, light, water, smells, gasses, and various other things can get into the <em>Bolt-Hole</em>. However, there are a few limitations. Light, sound, smells, heat, cold, and air do not leave the extradimensional space, but instead are absorbed by its walls, and any air or smells so absorbed are released through the 'entrance' when the spell ends. So those within the <em>Bolt-Hole</em> can observe what's outside the entrance, but not vice versa.</p><p></p><p>Spell effects, as well as powers, abilities, and item effects, cannot pass through the entrance nor the walls. When the spell ends, anything still inside the extradimensional space is harmlessly shunted out through the entrance. If the entrance is blocked, occupants are shunted as far as necessary (first in that direction, then in any direction) to get them out into an open space, and they suffer 1d6 damage per 10 feet they are shunted beyond the entrance. If another extradimensional space is brought into the <em>Bolt-Hole</em>, or if the <em>Bolt-Hole</em> is created along a surface inside another extradimensional space, there are terrible repercussions; refer to the Aurelian Extradimensional Spaces rules for details. The material component for this spell is a crystal lens worth at least 100 gold pieces.</p><p></p><p></p><p><span style="color: Red"><strong>Loroche’s Unerring Bolt</strong></span></p><p>Evocation</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, 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> Long (400 ft. + 40 ft./level)</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> 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>This spell was devised by the renowned mage Loroche, who was so renowned because of his legendary knack for getting into terrible situations, and then amazingly finding a way out of them. Loroche was tired of his spells failing him consistently, and created this spell as a way to ensure that he would be able to harm any foe he came across. The <em>Unerring Bolt</em> generates a lightning-like streak of violet-colored magical energy, which strikes a single designated creature within range, whom the caster must be able to see at least partially. As long as the caster can see the opponent at least partially, the <em>Unerring Bolt</em> will ignore any fake copies of the target (such as <em>Mirror Images</em>, <em>Simulacrums</em>, doppelgangers, or the like) and strike the real one (even if the caster is not sure which one is the real thing, or even if they're unaware that the opponent is using duplicates). Otherwise it strikes the one the caster targets. An <em>Unerring Bolt</em> can strike ethereal or incorporeal targets without fail, just the same as corporeal targets (and if the caster is on the Ethereal Plane, this spell can strike corporeal targets just as easily), as long as the caster sees his or her target. This deals 2d4+4 damage to the victim, and an additional 1d4+2 damage per 2 caster levels, to a maximum of 8d4+16 damage by 12th-level. What makes this spell so special is that any checks to identify it when cast are made at a -10 penalty (this is mostly for thwarting counterspell attempts), while any dispel checks against <em>Loroche’s Unerring Bolt</em> are also made at a -10 penalty, and if the mage casting this spell targets a foe with Spell Resistance, they get a +5 bonus on their check to beat the creature’s SR. The spell’s focus is a piece of any rare, magnetic metal, worth at least 5 gold pieces.</p><p></p><p></p><p><span style="color: Red"><strong>Michella’s Vitalizing Verse</strong></span></p><p>Conjuration (Healing)</p><p><strong><span style="color: Blue"><em>Level:</em></span></strong> Brd 6</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> Close (25 ft. + 5 ft./2 levels)</p><p><strong><span style="color: Blue"><em>Targets:</em></span></strong> Up to one living creature/5 caster levels</p><p><strong><span style="color: Blue"><em>Duration:</em></span></strong> 2 rounds</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>With this short magical lyric you conjure up a surge of positive energy to rejuvenate allies, and at the same time motivate them to greater effort and greater bravado. <em>Michella’s Vitalizing Verse</em> was developed by the famous Michella, Royal Bard of ancient Thesska, making a breakthrough in healing songs. Each creature to be affected is instantly healed of up to 2 hit points per caster level, and healed of an equal amount of subdual damage as appropriate. In addition, they are cured of fatigue, or their exhaustion is cured to the point of merely being fatigued (if they were exhausted beforehand). Lastly, the subjects receive a +2 morale bonus on all checks, attack rolls, and Will saving throws. The healing and fatigue- or exhaustion-reducing effects are repeated at the start of the caster's turn each round.</p><p></p><p><span style="color: Red"><strong>Mnemonic Boost</strong></span></p><p>Universal</p><p><strong><span style="color: Blue"><em>Level:</em></span></strong> Wiz 6, Wuj 6</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 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> 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> No</p><p>With the casting of <em>Mnemonic Boost</em>, you instantly recall the incantations, gestures, and so on for up to 5 levels worth of spells you know and have scribed into your spellbook, or have permanently memorized through Spell Mastery or the like. You recall and refresh the magical energies of those spells as well. This essentially prepares those spells as though you had the extra slots for them, but these effective extra slots disappear the next time you prepare any more wizard or wu jen spells. This spell only applies with regards to other wizard or wu jen spells. For purposes of this effect, treat 0-level spells as one-half level. Thus, you could prepare one 5th-level spell, or a 4th-level spell and a 1st-level spell, or ten 0-level spells, or two 2nd-level spells and a 1st-level spell, or five 1st-level spells, or a 3rd-level spell and four 0-level spells, or any other such combination.</p><p></p><p><span style="color: Red"><strong>Nelna’s Invisible Tent</strong></span></p><p>Illusion (Shadow)</p><p><strong><span style="color: Blue"><em>Level:</em></span></strong> Brd 3, 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> 20 ft.</p><p><strong><span style="color: Blue"><em>Effect:</em></span></strong> One invisible, semisolid tent</p><p><strong><span style="color: Blue"><em>Duration:</em></span></strong> 10 hours</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>The Gnomish wizardess Nelna created this spell long ago to shelter herself and a few traveling companions while hiding them from view, without the bothersome prospect of carrying around an actual tent everywhere they went. <em>Nelna's Invisible Tent</em> creates an invisible, pyramid-shaped, immobile tent of shadow-magic, 10 feet wide by 10 feet long and 10 feet tall in the middle. It must be cast upon more or less solid ground, flat enough that a normal tent could have been pitched upon it (and the tent must be more or less upright). The caster sees his or her <em>Invisible Tent</em> as a shadowy form, and anyone inside the tent sees the walls of it as such. From outside, nobody but the caster (and anyone seeing through a <em>See Invisibility</em> spell, a <em>True Seeing</em> spell, or similar effects) can see the tent, though <em>Detect Magic</em> and similar effects can reveal the tent-shaped aura.</p><p></p><p>The walls are not solid to creatures larger than Diminutive size, so most creatures can enter and exit the tent easily. Diminutive and smaller creatures find the walls of the tent to be as tough as 1-inch-thick wood (hardness 5), but the tent is not wooden, so termites and the like get no nourishment from it. The walls are nothing more than shadowstuff, partially real and partially not. There are no gaps in the walls, and the floor meets seemlessly with the ground; the tent has its own shadowy floor, so those within the tent are not exposed to whatever is on the ground outside. The <em>Invisible Tent</em> protects against precipitation, wind, light, dust, sand, smoke, gasses, and such, blocking out such irritants and discomforts as effectively as a canvas tent (but without billowing under winds, and without the tent catching fire).</p><p></p><p>The tent can hold off up to 1-foot-deep waters or piles of snow; beyond that point, any excess flooding or snowbanks around it will seep through the walls to get inside, unimpeded by the shadowstuff. Floodwaters flowing at a speed of at least 20 miles per hour will breach the tent just as easily, as will a severe wind or stronger winds. Thrown objects (or thrown creatures) pierce the tent's walls easily, as do projectiles, avalanches, landslides, mudslides, pyroclastic flows, lava, magma, acid, and similar hazards. The tent provides no insulation against heat, cold, or sound. Melee attacks by creatures larger than Diminutive size easily pass through the tent.</p><p></p><p>As soon as the tent is pierced, or as soon as any creature or object leaves the tent (even partially), the <em>Invisible Tent</em> collapses and the spell ends (so no sticking your head out to take a look outside after going in). It does provide total cover and total concealment to anything on the other side of the tent before that, however. Anything inside the tent is just as invisible as the tent itself (refer to the <em>Invisibility</em> spell), as long as the tent remains intact. The spell ends if the tent is destroyed, or if any part of the tent is exposed to an <em>Invisibility Purge</em> effect.</p><p></p><p></p><p><span style="color: Red"><strong>Noxious Ruin</strong></span></p><p>Necromancy (Air) (Evil)</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, M</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> Mist that spreads in a 10-foot radius, 10 feet high</p><p><strong><span style="color: Blue"><em>Duration:</em></span></strong> 1 round, +1 round/3 levels</p><p><strong><span style="color: Blue"><em>Saving Throw:</em></span></strong> Fortitude partial (see text)</p><p><strong><span style="color: Blue"><em>Spell Resistance:</em></span></strong> Yes</p><p>With this spell, you call up a foul, greenish miasma to choke and poison enemies, channeling nature's cruel and deadly aspects. The area around a target point is filled with a thin greenish cloud, which provides one-half concealment for a 20% miss chance, applied towards any attacks originating within the cloud, targeting anything within it, or passing through it. The stench within the cloud incurs a -2 circumstance penalty on all checks, Reflex saves, and attack rolls made by any living creatures within the cloud who can smell it, and gives them a -2 circumstance penalty to Armor Class (note that some creatures are so big that their head or other breathing parts might not be in the cloud, so they cannot inhale the stench while so positioned). A successful Fortitude save reduces these penalties to -1.</p><p></p><p>Furthermore, besides the stink, <em>Noxious Ruin</em> has a poisonous effect as well, which causes 1 point of temporary Charisma damage to living creatures who inhale any of the gas and fail their save against this spell. Regardless of the first save, any living creatures exposed to the cloud who inhale some of it must attempt another Fortitude save 1 minute later against the poison's secondary effect, which is another 1 point of temporary Charisma damage. Any creature holding their breath does not suffer the circumstance penalty nor the poison, though if they breathe at any point while in the cloud, they begin to suffer the effects.</p><p></p><p>Regardless of this, the <em>Noxious Ruin</em> is an insidious miasma that wilts and rots living flesh, causing 1d2 points of negative energy damage per round to living creatures (and plants) within the cloud (this does not affect undead, so they are not healed by the negative energy). Those who succeed at their Fortitude save against this spell suffer only half damage from it. Good-aligned creatures suffer a -2 penalty on their saving throws against <em>Noxious Ruin</em>, thanks to its evil power. Any save bonuses against poison, such as a dwarf's, only apply towards determining whether or not victims suffer Charisma damage.</p><p></p><p>A moderate wind (11+ mph) disperses the cloud in 1 round, while a strong or stronger wind disperses it immediately (before it can have any effect). The material component for this spell is a 1-pound chunk of rotten meat (fresh meat typically costs 6 sp/pound); this component is not normally sold with spell component pouches, it must be purchased or otherwise acquired separately (often carved off of dead animals or monsters).[/sblock]</p></blockquote><p></p>
[QUOTE="Arkhandus, post: 4764563, member: 13966"] [SIZE=2][COLOR=Yellow][U]Spell Descriptions, Part 2[/U][/COLOR][/SIZE] [sblock][COLOR=Red][B]Garnakt’s Draining Touch[/B][/COLOR] Necromancy [B][COLOR=Blue][I]Level:[/I][/COLOR][/B] Sor/Wiz 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] Touch [B][COLOR=Blue][I]Target:[/I][/COLOR][/B] Living creature touched [B][COLOR=Blue][I]Duration:[/I][/COLOR][/B] Instantaneous [B][COLOR=Blue][I]Saving Throw:[/I][/COLOR][/B] Fortitude partial (see text) [B][COLOR=Blue][I]Spell Resistance:[/I][/COLOR][/B] Yes An Orcish sorcerer developed this spell to suit his greedy and rapacious nature, weakening enemies so he could more easily chase them down and defeat them, mug them, or do other terrible things to them. Orcish lore tells that despite his creativity, Garnakt perished a few years after devising this spell, slain by a Human sorceress who bested him in combat despite it. [I]Garnakt's Draining Touch[/I] charges your hand with a pale nimbus of sickly yellow energy, and you may make a melee touch attack as part of casting this spell. Touch attacks ignore armor, shield, and natural armor bonuses to Armor Class. If your touch attack succeeds against a living creature, your victim suffers 1d6 points of damage, +1 point per three caster levels (max 1d6+3), and must attempt a Fortitude saving throw. A successful save reduces the damage by half. On a failed save, they become fatigued (until recovering normally from that condition, usually by getting 8 hours of rest). Furthermore, if they fail the saving throw, you are relieved of any fatigue you are already suffering from (if any). If you were exhausted, you instead become merely fatigued. You are not relieved of fatigue unless the opponent is successfully afflicted with it by this spell (this fatigue is cumulative with other fatigue, as normal; a fatigued creature that suffers additional fatigue becomes exhausted). Regardless of the save, if this spell deals any hit point damage or subdual damage, you are magically healed of an equal amount (and note that magical healing cures an equal amount of subdual damage whenever it cures hit point damage). You do not heal if the opponent is not successfully damaged, after any defenses are factored in (such as Damage Reduction). This spell applies for only one touch per casting. The material component for [I]Garnakt's Draining Touch[/I] is an alchemically-preserved leech worth 5 gp. [COLOR=Red][B]Glacial Axe[/B][/COLOR] Conjuration (Cold) (Creation) (Water) [B][COLOR=Blue][I]Level:[/I][/COLOR][/B] Rgr 4 [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] Personal [B][COLOR=Blue][I]Target:[/I][/COLOR][/B] You [B][COLOR=Blue][I]Effect:[/I][/COLOR][/B] Conjured battleaxe [B][COLOR=Blue][I]Duration:[/I][/COLOR][/B] 1 round/level (D) (see text) [B][COLOR=Blue][I]Saving Throw:[/I][/COLOR][/B] None [B][COLOR=Blue][I]Spell Resistance:[/I][/COLOR][/B] No With this spell, you conjure up a magical battleaxe composed of water and ice, which leaves shards of itself in stricken enemies and at the same time shields you from heat and flames. The battleaxe created is the same size category as yourself, and changes size categories with you as appropriate. It has all the statistics for a normal battleaxe of its size, except as follows. The [I]Glacial Axe[/I] has a +2 enhancement bonus to attack and damage rolls, and cannot leave your grasp (you cannot drop it, sheathe it, stow it, or be disarmed of it, though you can shift between a one-handed grip and a two-handed grip). Each successful hit with the [I]Glacial Axe[/I] deals 2d4 points of bonus piercing damage, as it imbeds shards of hard ice into the victim, and 2d6 points of bonus cold damage from its frigid form. The shards left by each hit deal an additional 2d4 points of cold damage on the round following their impact, and 1d4 cold damage on the round after that (they melt away after two rounds of being embedded in the victim). Every 2 points of fire damage dealt to the victim reduces the damage of one batch of ice-shards in that victim (if any are embedded in them at the time) by one die (this negates the third round's 1d4 damage, as well as reducing the second round's 2d4 damage to 1d4 if it occurs soon enough). The [I]Axe[/I] melts away into a puddle of harmless, lukewarm water after making 1 successful hit per caster level (whether or not the hit deals any damage, after defenses are factored in). As long as the [I]Glacial Axe[/I] is intact, it negates up to 5 points of fire damage to the wielder from each instance of fire damage, as part of its watery form flows around into a barrier against the heat or flames at those times. However, each time that the [I]Glacial Axe[/I] negates some fire damage, it counts as one successful hit by the [I]Axe[/I] for purposes of determining when it collapses into a puddle. All ice and water conjured by this spell disappears at the end of its duration (ceasing any further damage from the shards). The wielder is unaffected by the cold of the [I]Glacial Axe[/I] (even if some effect turns that cold damage back against them). [COLOR=Red][B]Greater Fireball[/B][/COLOR] Evocation (Fire) [B][COLOR=Blue][I]Level:[/I][/COLOR][/B] Sor/Wiz 5, Wuj 5 (Fire) [B][COLOR=Blue][I]Components:[/I][/COLOR][/B] V, S, M [B][COLOR=Blue][I]Casting Time:[/I][/COLOR][/B] 1 full-round action [B][COLOR=Blue][I]Range:[/I][/COLOR][/B] Long (400 ft. + 40 ft./level) [B][COLOR=Blue][I]Area:[/I][/COLOR][/B] 50-ft.-radius spread [B][COLOR=Blue][I]Duration:[/I][/COLOR][/B] Instantaneous [B][COLOR=Blue][I]Saving Throw:[/I][/COLOR][/B] Reflex half [B][COLOR=Blue][I]Spell Resistance:[/I][/COLOR][/B] Yes This spell is a more potent version of [I]Fireball[/I], an expanded and advanced version of that spell's incantations and arcane formula. [I]Greater Fireball[/I] functions exactly like the [I]Fireball[/I] spell, except as noted above and as follows. The fire damage is 1d4+1 points per caster level, to a maximum of 15d4+15 damage at 15th-level onward. The area of effect is a spread, 50 feet in radius. [COLOR=Red][B]Halumin’s Verbal Assault[/B][/COLOR] Enchantment (Compulsion) (Mind-Affecting) (Language-Dependant) (Sonic) [B][COLOR=Blue][I]Level:[/I][/COLOR][/B] Brd 0 [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] Close (25 ft. + 5 ft./2 levels) [B][COLOR=Blue][I]Target:[/I][/COLOR][/B] One living creature [B][COLOR=Blue][I]Duration:[/I][/COLOR][/B] Instantaneous [B][COLOR=Blue][I]Saving Throw:[/I][/COLOR][/B] Will negates [B][COLOR=Blue][I]Spell Resistance:[/I][/COLOR][/B] Yes This bardic cantrip attacks the wits, ego, and nerves of an opponent with a short, snarling arcane verse followed by a scathing insult. In order to be affected, the target creature must hear you and understand the language you speak the insult with. [I]Halumin’s Verbal Assault[/I] deals 1d4+1 points of subdual damage to the creature, except on a successful Will saving throw, as mental feedback from the spell makes them physically pained. The widely-traveled Basranni bard Halumin devised this spell in his early days of adventuring, yet well after earning his reputation as a loud-mouthed master of insults and scathing derision. [COLOR=Red][B]Hesitation[/B][/COLOR] Enchantment (Compulsion) (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 [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] Any number of living creatures, but total hit dice cannot exceed caster level [B][COLOR=Blue][I]Duration:[/I][/COLOR][/B] 3 rounds [B][COLOR=Blue][I]Saving Throw:[/I][/COLOR][/B] Will partial [B][COLOR=Blue][I]Spell Resistance:[/I][/COLOR][/B] Yes This spell forces one or more creatures to hesitate before taking any actions, filled with doubt and indecisiveness. This is an emotion effect. Choose any number of target living creautres within range for this spell, in any order. The DM checks each target's hit dice in the order selected and, if the total hit dice so far does not exceed your caster level, rolls a saving throw for that target. If the target's hit dice would bring the total over your caster level, then that target is unaffected and the DM checks the next target. Each creature that is affected, within the alloted hit die total, is allowed a Will saving throw to try resisting [I]Hesitation[/I]. On a successful save, the total duration is reduced to just 1 round for the creature that made its Will save. Each round that a creature is affected, that creature is limited to only taking a partial action on his or her turn, but may also take 5-foot steps as normal; this is regardless of any other effects that may grant additional actions (even a [I]Hasted[/I] creature, for instance, hesitates to take anything more than a single partial action per round). [COLOR=Red][B]Lesser Fireball[/B][/COLOR] Evocation (Fire) [B][COLOR=Blue][I]Level:[/I][/COLOR][/B] Sor/Wiz 1, Wuj 1 (Fire) [B][COLOR=Blue][I]Components:[/I][/COLOR][/B] V, S, M [B][COLOR=Blue][I]Casting Time:[/I][/COLOR][/B] 1 full-round action [B][COLOR=Blue][I]Range:[/I][/COLOR][/B] Medium (100 ft. + 10 ft./level) [B][COLOR=Blue][I]Area:[/I][/COLOR][/B] 10-ft.-radius spread [B][COLOR=Blue][I]Duration:[/I][/COLOR][/B] Instantaneous [B][COLOR=Blue][I]Saving Throw:[/I][/COLOR][/B] Reflex half [B][COLOR=Blue][I]Spell Resistance:[/I][/COLOR][/B] Yes This spell is a weaker version of [I]Fireball[/I], a simplified version of that spell's incantations and arcane formula. [I]Lesser Fireball[/I] functions exactly like the [I]Fireball[/I] spell, except as noted above and as follows. The fire damage is 1d4 points, +1d4 per two caster levels beyond the 1st, to a maximum of 4d4 damage at 7th-level onward. The area of effect is a spread, 10 feet in radius. [I]Lesser Fireball[/I] does not burn hot enough to melt metals. [COLOR=Red][B]Lightning Pillar[/B][/COLOR] Evocation (Electricity) [B][COLOR=Blue][I]Level:[/I][/COLOR][/B] Sor/Wiz 4, Wuj 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]Lightning Pillar[/I] spell creates a pillar of electrical power 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]Lightning Pillar[/I] deals 1d8 electricity 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. Combustible objects within the area of effect explode, but flammable objects do not catch fire from the lightning's brief flash of heat. Magical or psionic combustibles receive a Fortitude save to avoid automatically exploding, unless their descriptions note otherwise. Metal objects within the area of effect are somewhat magnetized by the electricity, worsening the armor check penalty of metal armors and shields by 2 points, reducing the maximum dexterity bonus to AC by 2 points for metal armors, increasing the arcane spell failure of metal armors and shields by +10%, and imposing a -2 penalty on attack rolls with weapons that have any metal. This effect lasts for 3 rounds as the metal objects are drawn to each other and other metal at random. Magical and psionic items receive a Fortitude save to negate the brief magnetization, or to prevent exploding if they are combustible. This spell creates an additional pillar of lightning at 10th-level, and another at 13th-, 16th-, and 19th-levels, for a total of five lightning 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 shard of nickel. [COLOR=Red][B]Loroche’s Bolt-Hole[/B][/COLOR] Evocation [B][COLOR=Blue][I]Level:[/I][/COLOR][/B] Brd 4, Sor/Wiz 4 [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] Touch [B][COLOR=Blue][I]Effect:[/I][/COLOR][/B] One extra-dimensional space, 20 feet long by 10 feet wide by 10 feet tall [B][COLOR=Blue][I]Duration:[/I][/COLOR][/B] 1 hour/level [B][COLOR=Blue][I]Saving Throw:[/I][/COLOR][/B] None [B][COLOR=Blue][I]Spell Resistance:[/I][/COLOR][/B] No This sneaky spell, invented by the troublesome (and oft plagued with troubles) mage Loroche, creates an extradimensional hidey-hole. Loroche found himself in need of a safe hiding spot sometimes, where he could safely retreat from a heated battle, a furious monarch, or constables and guard-mages accusing him of robbery (sometimes they were right!). So he studied some advanced planar spells, and devised his own simpler, quicker one, of a sort that served his purposes without being so difficult, unwieldy, or lavish. Just a quick bolt-hole for hiding, resting, stashing loot, and holding secret meetings. [I]Loroche's Bolt-Hole[/I] creates a small, box-like extradimensional space, 20 feet long horizontally from where it is placed, 10 feet wide, and 10 feet tall. The caster touches a vertical or diagonal surface, such as a wall, upon casting this spell and that surface becomes the entrance to the extradimensional space. The touched surface undergoes no noticeable changes, except that the spell's aura (when viewed with [I]Detect Magic[/I] or similar effects) encompasses a 10-square-foot space along that surface. If the surface is not large enough, the size and shape of the entrance is reduced appropriately in those spots. However, the caster and anyone else permitted by him or her at the time of casting (whether they are present at the time or not) may enter and leave the [I]Bolt-Hole[/I] through that 'entrance' at will, as long as the spell is still in effect. The caster sees the 'entrance' of the Bolt-Hole as though it were faintly glowing in various colors, when looking at it from outside, but no one else sees it. On the inside, the 'entrance' is unseen and affords a clear view of the outside for those looking out, but the other five walls of the extradimensional space are an opaque, dull gray, emitting slightly less than the equivalent of candlelight in the area (and none of that light goes past the entrance). Anything can pass through the entrance, excluding non-permitted creatures, and excluding objects greater than Fine in size (though such objects can be physically carried, pushed, or pulled into or out of the space by permitted creatures). This means that sand, most hail, sound, light, water, smells, gasses, and various other things can get into the [I]Bolt-Hole[/I]. However, there are a few limitations. Light, sound, smells, heat, cold, and air do not leave the extradimensional space, but instead are absorbed by its walls, and any air or smells so absorbed are released through the 'entrance' when the spell ends. So those within the [I]Bolt-Hole[/I] can observe what's outside the entrance, but not vice versa. Spell effects, as well as powers, abilities, and item effects, cannot pass through the entrance nor the walls. When the spell ends, anything still inside the extradimensional space is harmlessly shunted out through the entrance. If the entrance is blocked, occupants are shunted as far as necessary (first in that direction, then in any direction) to get them out into an open space, and they suffer 1d6 damage per 10 feet they are shunted beyond the entrance. If another extradimensional space is brought into the [I]Bolt-Hole[/I], or if the [I]Bolt-Hole[/I] is created along a surface inside another extradimensional space, there are terrible repercussions; refer to the Aurelian Extradimensional Spaces rules for details. The material component for this spell is a crystal lens worth at least 100 gold pieces. [COLOR=Red][B]Loroche’s Unerring Bolt[/B][/COLOR] Evocation [B][COLOR=Blue][I]Level:[/I][/COLOR][/B] Sor/Wiz 3 [B][COLOR=Blue][I]Components:[/I][/COLOR][/B] V, F [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]Target:[/I][/COLOR][/B] One creature [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 This spell was devised by the renowned mage Loroche, who was so renowned because of his legendary knack for getting into terrible situations, and then amazingly finding a way out of them. Loroche was tired of his spells failing him consistently, and created this spell as a way to ensure that he would be able to harm any foe he came across. The [I]Unerring Bolt[/I] generates a lightning-like streak of violet-colored magical energy, which strikes a single designated creature within range, whom the caster must be able to see at least partially. As long as the caster can see the opponent at least partially, the [I]Unerring Bolt[/I] will ignore any fake copies of the target (such as [I]Mirror Images[/I], [I]Simulacrums[/I], doppelgangers, or the like) and strike the real one (even if the caster is not sure which one is the real thing, or even if they're unaware that the opponent is using duplicates). Otherwise it strikes the one the caster targets. An [I]Unerring Bolt[/I] can strike ethereal or incorporeal targets without fail, just the same as corporeal targets (and if the caster is on the Ethereal Plane, this spell can strike corporeal targets just as easily), as long as the caster sees his or her target. This deals 2d4+4 damage to the victim, and an additional 1d4+2 damage per 2 caster levels, to a maximum of 8d4+16 damage by 12th-level. What makes this spell so special is that any checks to identify it when cast are made at a -10 penalty (this is mostly for thwarting counterspell attempts), while any dispel checks against [I]Loroche’s Unerring Bolt[/I] are also made at a -10 penalty, and if the mage casting this spell targets a foe with Spell Resistance, they get a +5 bonus on their check to beat the creature’s SR. The spell’s focus is a piece of any rare, magnetic metal, worth at least 5 gold pieces. [COLOR=Red][B]Michella’s Vitalizing Verse[/B][/COLOR] Conjuration (Healing) [B][COLOR=Blue][I]Level:[/I][/COLOR][/B] Brd 6 [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] Close (25 ft. + 5 ft./2 levels) [B][COLOR=Blue][I]Targets:[/I][/COLOR][/B] Up to one living creature/5 caster levels [B][COLOR=Blue][I]Duration:[/I][/COLOR][/B] 2 rounds [B][COLOR=Blue][I]Saving Throw:[/I][/COLOR][/B] Will negates (harmless) [B][COLOR=Blue][I]Spell Resistance:[/I][/COLOR][/B] Yes (harmless) With this short magical lyric you conjure up a surge of positive energy to rejuvenate allies, and at the same time motivate them to greater effort and greater bravado. [I]Michella’s Vitalizing Verse[/I] was developed by the famous Michella, Royal Bard of ancient Thesska, making a breakthrough in healing songs. Each creature to be affected is instantly healed of up to 2 hit points per caster level, and healed of an equal amount of subdual damage as appropriate. In addition, they are cured of fatigue, or their exhaustion is cured to the point of merely being fatigued (if they were exhausted beforehand). Lastly, the subjects receive a +2 morale bonus on all checks, attack rolls, and Will saving throws. The healing and fatigue- or exhaustion-reducing effects are repeated at the start of the caster's turn each round. [COLOR=Red][B]Mnemonic Boost[/B][/COLOR] Universal [B][COLOR=Blue][I]Level:[/I][/COLOR][/B] Wiz 6, Wuj 6 [B][COLOR=Blue][I]Components:[/I][/COLOR][/B] V [B][COLOR=Blue][I]Casting Time:[/I][/COLOR][/B] 1 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] Instantaneous [B][COLOR=Blue][I]Saving Throw:[/I][/COLOR][/B] None [B][COLOR=Blue][I]Spell Resistance:[/I][/COLOR][/B] No With the casting of [I]Mnemonic Boost[/I], you instantly recall the incantations, gestures, and so on for up to 5 levels worth of spells you know and have scribed into your spellbook, or have permanently memorized through Spell Mastery or the like. You recall and refresh the magical energies of those spells as well. This essentially prepares those spells as though you had the extra slots for them, but these effective extra slots disappear the next time you prepare any more wizard or wu jen spells. This spell only applies with regards to other wizard or wu jen spells. For purposes of this effect, treat 0-level spells as one-half level. Thus, you could prepare one 5th-level spell, or a 4th-level spell and a 1st-level spell, or ten 0-level spells, or two 2nd-level spells and a 1st-level spell, or five 1st-level spells, or a 3rd-level spell and four 0-level spells, or any other such combination. [COLOR=Red][B]Nelna’s Invisible Tent[/B][/COLOR] Illusion (Shadow) [B][COLOR=Blue][I]Level:[/I][/COLOR][/B] Brd 3, 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] 20 ft. [B][COLOR=Blue][I]Effect:[/I][/COLOR][/B] One invisible, semisolid tent [B][COLOR=Blue][I]Duration:[/I][/COLOR][/B] 10 hours [B][COLOR=Blue][I]Saving Throw:[/I][/COLOR][/B] None [B][COLOR=Blue][I]Spell Resistance:[/I][/COLOR][/B] No The Gnomish wizardess Nelna created this spell long ago to shelter herself and a few traveling companions while hiding them from view, without the bothersome prospect of carrying around an actual tent everywhere they went. [I]Nelna's Invisible Tent[/I] creates an invisible, pyramid-shaped, immobile tent of shadow-magic, 10 feet wide by 10 feet long and 10 feet tall in the middle. It must be cast upon more or less solid ground, flat enough that a normal tent could have been pitched upon it (and the tent must be more or less upright). The caster sees his or her [I]Invisible Tent[/I] as a shadowy form, and anyone inside the tent sees the walls of it as such. From outside, nobody but the caster (and anyone seeing through a [I]See Invisibility[/I] spell, a [I]True Seeing[/I] spell, or similar effects) can see the tent, though [I]Detect Magic[/I] and similar effects can reveal the tent-shaped aura. The walls are not solid to creatures larger than Diminutive size, so most creatures can enter and exit the tent easily. Diminutive and smaller creatures find the walls of the tent to be as tough as 1-inch-thick wood (hardness 5), but the tent is not wooden, so termites and the like get no nourishment from it. The walls are nothing more than shadowstuff, partially real and partially not. There are no gaps in the walls, and the floor meets seemlessly with the ground; the tent has its own shadowy floor, so those within the tent are not exposed to whatever is on the ground outside. The [I]Invisible Tent[/I] protects against precipitation, wind, light, dust, sand, smoke, gasses, and such, blocking out such irritants and discomforts as effectively as a canvas tent (but without billowing under winds, and without the tent catching fire). The tent can hold off up to 1-foot-deep waters or piles of snow; beyond that point, any excess flooding or snowbanks around it will seep through the walls to get inside, unimpeded by the shadowstuff. Floodwaters flowing at a speed of at least 20 miles per hour will breach the tent just as easily, as will a severe wind or stronger winds. Thrown objects (or thrown creatures) pierce the tent's walls easily, as do projectiles, avalanches, landslides, mudslides, pyroclastic flows, lava, magma, acid, and similar hazards. The tent provides no insulation against heat, cold, or sound. Melee attacks by creatures larger than Diminutive size easily pass through the tent. As soon as the tent is pierced, or as soon as any creature or object leaves the tent (even partially), the [I]Invisible Tent[/I] collapses and the spell ends (so no sticking your head out to take a look outside after going in). It does provide total cover and total concealment to anything on the other side of the tent before that, however. Anything inside the tent is just as invisible as the tent itself (refer to the [I]Invisibility[/I] spell), as long as the tent remains intact. The spell ends if the tent is destroyed, or if any part of the tent is exposed to an [I]Invisibility Purge[/I] effect. [COLOR=Red][B]Noxious Ruin[/B][/COLOR] Necromancy (Air) (Evil) [B][COLOR=Blue][I]Level:[/I][/COLOR][/B] Rgr 1 [B][COLOR=Blue][I]Components:[/I][/COLOR][/B] V, S, M [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] Mist that spreads in a 10-foot radius, 10 feet high [B][COLOR=Blue][I]Duration:[/I][/COLOR][/B] 1 round, +1 round/3 levels [B][COLOR=Blue][I]Saving Throw:[/I][/COLOR][/B] Fortitude partial (see text) [B][COLOR=Blue][I]Spell Resistance:[/I][/COLOR][/B] Yes With this spell, you call up a foul, greenish miasma to choke and poison enemies, channeling nature's cruel and deadly aspects. The area around a target point is filled with a thin greenish cloud, which provides one-half concealment for a 20% miss chance, applied towards any attacks originating within the cloud, targeting anything within it, or passing through it. The stench within the cloud incurs a -2 circumstance penalty on all checks, Reflex saves, and attack rolls made by any living creatures within the cloud who can smell it, and gives them a -2 circumstance penalty to Armor Class (note that some creatures are so big that their head or other breathing parts might not be in the cloud, so they cannot inhale the stench while so positioned). A successful Fortitude save reduces these penalties to -1. Furthermore, besides the stink, [I]Noxious Ruin[/I] has a poisonous effect as well, which causes 1 point of temporary Charisma damage to living creatures who inhale any of the gas and fail their save against this spell. Regardless of the first save, any living creatures exposed to the cloud who inhale some of it must attempt another Fortitude save 1 minute later against the poison's secondary effect, which is another 1 point of temporary Charisma damage. Any creature holding their breath does not suffer the circumstance penalty nor the poison, though if they breathe at any point while in the cloud, they begin to suffer the effects. Regardless of this, the [I]Noxious Ruin[/I] is an insidious miasma that wilts and rots living flesh, causing 1d2 points of negative energy damage per round to living creatures (and plants) within the cloud (this does not affect undead, so they are not healed by the negative energy). Those who succeed at their Fortitude save against this spell suffer only half damage from it. Good-aligned creatures suffer a -2 penalty on their saving throws against [I]Noxious Ruin[/I], thanks to its evil power. Any save bonuses against poison, such as a dwarf's, only apply towards determining whether or not victims suffer Charisma damage. A moderate wind (11+ mph) disperses the cloud in 1 round, while a strong or stronger wind disperses it immediately (before it can have any effect). The material component for this spell is a 1-pound chunk of rotten meat (fresh meat typically costs 6 sp/pound); this component is not normally sold with spell component pouches, it must be purchased or otherwise acquired separately (often carved off of dead animals or monsters).[/sblock] [/QUOTE]
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