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<blockquote data-quote="Arkhandus" data-source="post: 4767102" data-attributes="member: 13966"><p><span style="font-size: 10px"><span style="color: Yellow"><u>Spell Descriptions, Part 3</u></span></span></p><p>[sblock]<span style="color: Red"><strong>Pack Mind</strong></span></p><p>Enchantment (Lawful) (Mind-Affecting)</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>Targets:</em></span></strong> You and up to one willing, living creature per caster level</p><p><strong><span style="color: Blue"><em>Duration:</em></span></strong> 1 round, +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> No</p><p><em>Pack Mind</em> forms a limited connection between you and your allies, helping you to fight more effectively together and hunt enemies or prey as a pack. This spell affects you and up to one additional willing, living creature per caster level. For the duration of the <em>Pack Mind</em>, each affected creature gets a +1 bonus on attack rolls against targets that any other affected creatures have attacked within the past 1 round. This bonus is doubled when an affected creature is flanking such an opponent with another affected creature. The bonus may be applied to damage with any successful melee attacks using weapons, unarmed strikes, or natural weapons, under the same circumstances, if chosen by the affected creature at the start of their turn (in which case, it replaces that creature's attack bonus from Pack Mind for 1 round).</p><p></p><p><em>Pack Mind</em> also grants affected creatures an extra +2 bonus on checks to find or follow tracks, for each other affected creature that successfully uses the 'aid another' action to improve their check. Chaotic creatures affected by <em>Pack Mind</em> get only half of each bonus from this spell, rounded up. The material component for this spell is a scale, tuft of fur, or piece of chitin from a deinonychus, megaraptor, wolf, dog, lioness, ant, or bee.</p><p></p><p></p><p><span style="color: Red"><strong>Pack Survival</strong></span></p><p>Necromancy (Good)</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 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 willing, living creature per two caster levels</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> No</p><p>This spell allows a ranger to link the vital energy of several willing creatures together, allowing them to share health and stamina, through the power of nature's positive and selfless aspects. For the duration of <em>Pack Survival</em>, any of the linked creatures may take some of the damage upon themselves when another linked creature is dealt hit point damage or subdual damage; they may take half of that damage from the injury, rounded down, instead of the linked ally taking that portion of the damage. The creature that was actually wounded still suffers the normal effects for the full damage suffered, except that their hit points are not reduced by the full amount (or they do not add the full amount to their total accumulated subdual damage, as appropriate), which might prevent them from being rendered unconscious or dead.</p><p></p><p>The linked creature that took some of the damage upon themselves is not directly affected (so they sport no visible injuries from it and are not actually stricken by the attack or effect that hurt their linked ally). Even magical or psionic backlash damage can be shared through this spell. Similarly, whenever a linked creature is fatigued by an effect, another linked creature may take the fatigue instead if not already exhausted. Likewise, whenever a linked creature is exhausted by an effect, another linked creature may take some of that exhaustion upon themselves instead, becoming fatigued while the original subject is merely fatigued (the one who shares part of their exhaustion must not already be exhausted). Note that a fatigued creature becomes exhausted if they suffer additional fatigue.</p><p></p><p>Each time that damage, fatigue, or exhaustion is shared by an ally through <em>Pack Survival</em>, only one such ally may take part of the damage, fatigue, or exhaustion for the ally that was directly affected (multiple allies cannot take portions of the damage or effect). A different ally can make this choice each time that one of their linked allies is affected, but not at the same time for the same injury or the like. Any time that a linked creature is killed or rendered unconscious during this spell's effect, all other linked creatures are staggered for 1 round (though their subdual damage totals do not change from this staggering). Shared damage, fatigue, and exhaustion remains in place with those who accepted it upon themselves even after this spell ends. It can be healed or otherwise relieved normally.</p><p></p><p></p><p><span style="color: Red"><strong>Painful Impulse</strong></span></p><p>Enchantment (Compulsion) (Mind-Affecting)</p><p><strong><span style="color: Blue"><em>Level:</em></span></strong> Brd 1, Sor/Wiz 2</p><p><strong><span style="color: Blue"><em>Components:</em></span></strong> V</p><p><strong><span style="color: Blue"><em>Casting Time:</em></span></strong> 1 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>Targets:</em></span></strong> Single living creature of total hit dice no greater than your caster level</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> Will half</p><p><strong><span style="color: Blue"><em>Spell Resistance:</em></span></strong> Yes</p><p>This spell attacks the mind of an enemy and forces thoughts of personal suffering and great pain into their mind, so intense that it physically pains them in addition to the mental shock. <em>Painful Impulse</em> deals 1d6 points of subdual damage to the target creature each round, but only until the creature falls unconscious or the spell duration ends. As long as the target creature is unconscious, <em>Painful Impulse</em> deals no further damage to them, but it resumes dealing damage after they regain consciousness, if that occurs before the spell expires. The affected creature is allowed a Will saving throw to resist <em>Painful Impulse</em>, and on a successful save they suffer only half damage from it each round.</p><p></p><p><span style="color: Red"><strong>Predator’s Frenzy</strong></span></p><p>Enchantment (Compulsion) (Evil) (Mind-Affecting)</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</p><p><strong><span style="color: Blue"><em>Casting Time:</em></span></strong> 1 action</p><p><strong><span style="color: Blue"><em>Range:</em></span></strong> Medium (100 ft. + 10 ft./level)</p><p><strong><span style="color: Blue"><em>Targets:</em></span></strong> Single living creature</p><p><strong><span style="color: Blue"><em>Duration:</em></span></strong> 1 round/level</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 subject of this spell is infused with the predatory instincts and savagery of a wild beast, compelled by nature's savage aspects to rend, smash, kill, and feed. If the subject is unwilling, they get a Will saving throw to resist. This spell duplicates the effects of a 1st-level Barbarian's Rage, except as noted above and as follows. The rage lasts for the duration of this spell, and cannot be voluntarily ended, but incurs fatigue afterward as normal (if the subject has a rage ability of their own and is not fatigued after using it, then they are also not fatigued by this rage). The subject of <em>Predator's Frenzy</em> gains the usual benefits and drawbacks of a rage, as well as the following.</p><p></p><p>They must spend each of their turns either attacking (with lethal force, if possible), feeding (as noted below), or moving to reach their targets for slaughter. They will not hold back on their attacks; no subdual-damage attacks if possible, no fighting defensively or Combat Expertise, no total defense, no disarming or striking objects, etc.; they will only use options that incur attack or damage penalties if those options grant them extra attacks or other offensive benefits (and will not use options that grant higher defensive bonuses than offensive ones). They can make a flurry of blows during a full-attack action, similar to a Monk, but regardless of what weapons or natural weapons they use. This gives them one additional attack during the full-attack action, at their highest Base Attack Bonus, but incurs a -2 penalty on all of their attack rolls until their next turn.</p><p></p><p>In addition, they get a +1 morale bonus on physical melee damage rolls for each opponent they kill or render unconscious within this spell's duration (this is cumulative, but will not exceed a maximum of +5). However, whenever they kill a creature or render it unconscious, the subject of <em>Predator's Frenzy</em> must succeed at a Will saving throw (against the DC of this spell) to avoid spending the next round on feeding off of the fallen creature. Furthermore, once all of the subject's enemies within sight (or blindsight, if they have that ability) are dead or unconscious, the subject must succeed at another such Will save to avoid attacking the closest ally they can see (through vision or blindsight). If that ally escapes or dies or falls unconscious, the subject must make another save to avoid attacking the next-closest ally, and so on and so forth. Regardless of these saves, if all allies and enemies within sight (or blindsight) are dead or unconscious, the subject of <em>Predator's Frenzy</em> begins feeding on their nearest fallen prey. Once the spell ends, this compulsion no longer drives them.</p><p></p><p></p><p><span style="color: Red"><strong>Quell Vitality</strong></span></p><p>Necromancy (Evil)</p><p><strong><span style="color: Blue"><em>Level:</em></span></strong> Sor/Wiz 1, Wuj 1</p><p><strong><span style="color: Blue"><em>Components:</em></span></strong> V</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> Single 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 partial</p><p><strong><span style="color: Blue"><em>Spell Resistance:</em></span></strong> Yes</p><p>By speaking a word of power and wickedness, you sap the life force of another creature, sending a shiver down their spine (or a quiver through their body if spineless). <em>Quell Vitality</em> functions only against one living creature of your choice, within range. That creature suffers 1d6 points of negative energy damage, +1 point per caster level, to a maximum of 1d6+20 damage at the 20th caster level. The victim is also fatigued for 1 round afterward by the sudden weight of the word upon their soul. He or she may attempt a Will saving throw for half damage, and on a successful save they are not fatigued.</p><p></p><p><span style="color: Red"><strong>Regenerate Massive Wounds</strong></span></p><p>Transmutation</p><p><strong><span style="color: Blue"><em>Level:</em></span></strong> Clr 6, Dru 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> Living creature touched</p><p><strong><span style="color: Blue"><em>Duration:</em></span></strong> 10 rounds + 1 round/level</p><p><strong><span style="color: Blue"><em>Saving Throw:</em></span></strong> Will negates (harmless)</p><p><strong><span style="color: Blue"><em>Spell Resistance:</em></span></strong> Yes (harmless)</p><p>This is the most powerful spell in the <em>Regenerate Wounds</em> line, bestowing its recipient with incredibly fast regeneration. This spell functions exactly like <em>Regenerate Light Wounds</em>, except as noted above and as follows. <em>Regenerate Massive Wounds</em> grants the subject Fast Healing 5 instead of Fast Healing 1.</p><p></p><p><span style="color: Red"><strong>Regenerate Minor Wounds</strong></span></p><p>Transmutation</p><p><strong><span style="color: Blue"><em>Level:</em></span></strong> Clr 0, Dru 0</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> Living creature 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> Will negates (harmless)</p><p><strong><span style="color: Blue"><em>Spell Resistance:</em></span></strong> Yes (harmless)</p><p>This is the weakest, most basic spell in the <em>Regenerate Wounds</em> line, helping the subject to heal more rapidly for a few brief moments. This spell functions exactly like <em>Regenerate Light Wounds</em>, except as noted above.</p><p></p><p><span style="color: Red"><strong>Revenant Strike</strong></span></p><p>Necromancy</p><p><strong><span style="color: Blue"><em>Level:</em></span></strong> Sor/Wiz 3, Wuj 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> Close (25 ft. + 5 ft./2 levels)</p><p><strong><span style="color: Blue"><em>Targets:</em></span></strong> You and one living or undead creature (see text)</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 (harmless to you)</p><p>Cast this spell only after you have been damaged by another living or undead creature within the past 3 rounds. Otherwise, this spell has no effect. This spell deals only with hit point damage, not other types of damage. <em>Revenant Strike</em> calls forth a vengeful spirit, which passes through you and takes part of the injury away, flying swiftly at the opponent who wounded you and passing through them, transferring the damage they took from you into the opponent for retribution, along with sending an extra jolt of ghostly power into the foe. Any effect that wards off ghosts, undead, or incorporeal creatures will ward off the <em>Revenant Strike</em> as well (AC bonuses and the like, such as <em>Mage Armor</em>, do not count).</p><p></p><p><em>Revenant Strike</em> heals you of up to 2 points of damage per caster level, but no more than that dealt to you by one of the chosen opponent's attacks in the past 3 rounds, and no more than 24 points at the 12th caster level onward. <em>Revenant Strike</em> deals positive energy damage (if you are living) or negative energy damage (if you are undead) equal to the amount that it healed for you, to the chosen opponent. In addition, <em>Revenant Strike's</em> damage receives a bonus of +1d6 points, but only if the spell successfully heals you of some damage and successfully delivers its damage to the foe.</p><p></p><p>The opponent may be a living creature or an undead creature, but if you and the opponent are both alive or both undead, then <em>Revenant Strike</em> fails to cause them any harm (the enemy must be of the opposite type in order for the vengeful spirit to successfully transfer the damage to them). It does not heal the opponent in any case, and <em>Revenant Strike</em> does not heal you unless the vengeful spirit reaches both you and the opponent. Regardless, the vengeful spirit returns to whence it came after attempting to deliver your retaliatory strike.</p><p></p><p></p><p><span style="color: Red"><strong>Sand Spear</strong></span></p><p>Transmutation (Earth)</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, F</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>Target:</em></span></strong> One creature or object</p><p><strong><span style="color: Blue"><em>Duration:</em></span></strong> Instantaneous</p><p><strong><span style="color: Blue"><em>Saving Throw:</em></span></strong> Reflex partial (see text)</p><p><strong><span style="color: Blue"><em>Spell Resistance:</em></span></strong> Yes</p><p>The <em>Sand Spear</em> is a ranger spell that draws up earthen power to strike at an enemy and disrupt their ability to fight effectively. The caster of <em>Sand Spear</em> must be standing upon a space of earthen ground, whether stone, dirt, sand, clay, mud, tiles, or similar, but not magma, lava, crystal, or metal, and there must be a sufficient amount of earthen material directly beneath the caster's space to provide the necessary sand (even if that earthen material is not sand). A spear-like mass of sand erupts from that space, just in front of the caster, and soars out to strike at the target.</p><p></p><p>That target suffers 1d6 points of piercing damage per caster level, up to a maximum of 10d6. This is subject to Damage Reduction, since it is physical damage from mundane material. You must succeed at a normal ranged attack roll in order to hit with the <em>Sand Spear</em>, otherwise it does no damage (it threatens a critical hit on a roll of natural 20, and deals double damage on a critical hit, when applicable). This spell transmutes some of the earthen material beneath you into sand and launches it for the attack, then moves that sand back into place and returns it to its previous state. However, small grains of sand may escape the return transmutation, remaining behind to irritate the eyes, mouths, noses, and lungs of a creature.</p><p></p><p>A creature stricken by the <em>Sand Spear</em> must succeed at a Reflex saving throw or become blinded, which lasts until they spend a full-round action on removing sand from their eyes and other places (or until they receive a powerful enough blast of water, or a full round of immersion in water, to wash away the sand). Any creature that succeeds at the saving throw also takes one less d6 of damage. The material component for this spell is a handful of sand that your drop during the casting, and the focus required for <em>Sand Spear</em> is a sharp, pointed piece of obsidian worth 10 gold pieces.</p><p></p><p></p><p><span style="color: Red"><strong>Scathing Venom</strong></span></p><p>Conjuration (Acid) (Creation)</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, 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> Close (25 ft. + 5 ft./2 levels)</p><p><strong><span style="color: Blue"><em>Area:</em></span></strong> Cone-shaped burst</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 hal, Fortitude partial (Objects) (see text)</p><p><strong><span style="color: Blue"><em>Spell Resistance:</em></span></strong> Yes (Objects)</p><p><em>Scathing Venom</em> sends a spray of acid and venom as scattered droplets in a cone-shaped area, dissolving flesh and bone while poisoning what remains. This spell deals 1d6 points of acid damage per two caster levels to anything organic within the area of effect, including living creatures, corporeal undead, plants, wood, cloth, bones, and anything constructed of such materials, such as shield guardians and other Constructs with wood, bone, or flesh in their external composition. This deals a maximum of 5d6 acid damage, at the 10th caster level onward. Creatures, attended objects, and magical or psionic objects are allowed a Reflex saving throw for half damage from the acid (Evasion or Improved Evasion apply normally).</p><p></p><p>Any living creature damaged by <em>Scathing Venom</em> must also attempt a Fortitude saving throw against its poison, and if they fail the Fortitude save, they suffer 1d3 points of temporary Dexterity damage. One minute after being damaged by this spell, a living creature must attempt another Fortitude save, and on a failure they suffer another 1d3 temporary Dexterity damage (whether or not they averted the first 1d3). Any save bonuses against poison only apply to these Fortitude saves, not the Reflex save. The poison from this spell is essentially a minor form of monster-poison derived from a mix of them, and is considered a natural monster poison despite its conjured origin (thus, a Druid's Venom Immunity would apply against it). This venom is a contact poison. The material components for this spell are a vial of citric juice and a vial of mixed common venoms from different animals, beasts, and vermin, altogether worth a total of 20 gp.</p><p></p><p></p><p><span style="color: Red"><strong>Shadow of Death</strong></span></p><p>Necromancy (Darkness)</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 full-round action</p><p><strong><span style="color: Blue"><em>Range:</em></span></strong> Personal</p><p><strong><span style="color: Blue"><em>Effect:</em></span></strong> Aura of darkness, and 1 negative energy ray/level</p><p><strong><span style="color: Blue"><em>Target:</em></span></strong> You</p><p><strong><span style="color: Blue"><em>Duration:</em></span></strong> 1 round/level (D)</p><p><strong><span style="color: Blue"><em>Saving Throw:</em></span></strong> None or Will partial (see text)</p><p><strong><span style="color: Blue"><em>Spell Resistance:</em></span></strong> No or Yes (see text)</p><p>This spell swathes you in darkness, a roiling fog-like aura that hides your features, and you can hurl some of this dark energy at opponents to weaken and blind them. This dark aura grants you one-half concealment, causing opponents a 20% miss chance on attacks against you, but the aura does not interfere with your own vision; the aura does not give opponents concealment against your own attacks and abilities. This is magical darkness, so opponents with Darkvision cannot ignore it, except for those who can pierce magical darkness with their Darkvision (such as many Devils).</p><p></p><p>The <em>Shadow of Death</em> also allows you to hurl rays of negative energy at opponents, up to a maximum of one ray per caster level. You can launch these dark rays at the rate of attack allowed by your Base Attack Bonus with a full-attack action, or one ray as a standard action or partial action, and you may choose to launch one ray immediately after casting this spell as part of the casting action. On full-attacks, use your normal Base Attack Bonuses for the attack rolls, and you may intersperse other attacks with the negative energy rays; for example, if you had a Base Attack of +7/+2 and held a crossbow, you could fire the crossbow with your first attack at +7 and launch a negative energy ray with the second attack at +2.</p><p></p><p>As rays, these require a ranged touch attack to hit, and ignore armor, shield, and natural armor bonuses to AC. They have a maximum range of 100 feet and have no range increments. On a successful hit, the negative energy ray deals 2d6 points of negative energy damage (which harms living things, heals the undead, and has no effect on non-living, non-undead targets). Each time a creature is stricken by one of these rays, they must succeed at a Will saving throw or be surrounded in an aura of magical darkness (if they fail their first Will save against this particular casting of the spell, they get no further Will saves against that individual casting of the spell). This is similar to the aura around the caster, except that it appears as a very light gray to everyone other than the victim, so it does not hinder others, but instead appears much darker to the victim and gives everything else one-half concealment against the victim (a 20% miss chance for the victim's attacks).</p><p></p><p>This darkness clings to the opponent for the remainder of this spell's duration, and cannot be ignored by the victim's Darkvision (unless their Darkvision can see through magical darkness). Any darkness generated by this spell does not aid in hiding nor allow individuals to hide without other concealment or cover to hide behind. Victims stricken by the negative energy rays apply their Spell Resistance only against the first ray; if that ray fails to affect them due to Spell Resistance, then all other rays from that particular casting of <em>Shadow of Death</em> also fail to affect that creature. The material component for this spell is the heart of a shadow mastiff, which is hard to find in markets but typically worth 500 gold pieces.</p><p></p><p></p><p><span style="color: Red"><strong>Slumber Pollen</strong></span></p><p>Enchantment (Compulsion) (Mind-Affecting)</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, 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> Shapeable line 5 feet wide out to maximum range (see text)</p><p><strong><span style="color: Blue"><em>Duration:</em></span></strong> 1 round/level</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>Tossing a handful of ordinary pollen into the air, you channel nature magic to alter that pollen's purpose and suffuse it with magical energy, scattering it with a light breeze of magic to lull creatures to sleep. This effectively spreads the <em>Slumber Pollen</em> in a line 5 feet wide, out to close range, but with a difference from other line effects. You can shape the line however you see fit, as long as it does not overlap, and the length of the line counts towards its range (so for instance, if you make the line stretch 15 feet forward, then turn and go right for 10 feet, then turn and go up 30 feet, it would require 55 feet of range to accomplish). The line starts in the space right in front of yours, and if you direct the line to cross through your space, then you too are subject to the spell.</p><p></p><p>Creatures within the area of effect must succeed at a Will saving throw or else fall asleep, if they inhale the pollen (creatures who do not breathe, creatures who do not smell, creatures whose heads or other breathing areas are outside the area of effect, and creatures who are holding their breath are unaffected). The pollen disappears after the casting (during which it spreads out along the line's path), but those who fall asleep from it remain asleep for 1 round per caster level. This slumber is as deep as that of the Sleep spell, so refer to that spell's description for details on how sleeping creatures may be awakened. Creatures with more Hit Dice than 5 + your caster level are unaffected by <em>Slumber Pollen</em>. The material component for this spell is a handful of flower pollen, which the spell magically multiplies before destroying.[/sblock]</p></blockquote><p></p>
[QUOTE="Arkhandus, post: 4767102, member: 13966"] [SIZE=2][COLOR=Yellow][U]Spell Descriptions, Part 3[/U][/COLOR][/SIZE] [sblock][COLOR=Red][B]Pack Mind[/B][/COLOR] Enchantment (Lawful) (Mind-Affecting) [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]Targets:[/I][/COLOR][/B] You and up to one willing, living creature per caster level [B][COLOR=Blue][I]Duration:[/I][/COLOR][/B] 1 round, +1 round/level (D) [B][COLOR=Blue][I]Saving Throw:[/I][/COLOR][/B] None [B][COLOR=Blue][I]Spell Resistance:[/I][/COLOR][/B] No [I]Pack Mind[/I] forms a limited connection between you and your allies, helping you to fight more effectively together and hunt enemies or prey as a pack. This spell affects you and up to one additional willing, living creature per caster level. For the duration of the [I]Pack Mind[/I], each affected creature gets a +1 bonus on attack rolls against targets that any other affected creatures have attacked within the past 1 round. This bonus is doubled when an affected creature is flanking such an opponent with another affected creature. The bonus may be applied to damage with any successful melee attacks using weapons, unarmed strikes, or natural weapons, under the same circumstances, if chosen by the affected creature at the start of their turn (in which case, it replaces that creature's attack bonus from Pack Mind for 1 round). [I]Pack Mind[/I] also grants affected creatures an extra +2 bonus on checks to find or follow tracks, for each other affected creature that successfully uses the 'aid another' action to improve their check. Chaotic creatures affected by [I]Pack Mind[/I] get only half of each bonus from this spell, rounded up. The material component for this spell is a scale, tuft of fur, or piece of chitin from a deinonychus, megaraptor, wolf, dog, lioness, ant, or bee. [COLOR=Red][B]Pack Survival[/B][/COLOR] Necromancy (Good) [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 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 willing, living creature per two caster levels [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] No This spell allows a ranger to link the vital energy of several willing creatures together, allowing them to share health and stamina, through the power of nature's positive and selfless aspects. For the duration of [I]Pack Survival[/I], any of the linked creatures may take some of the damage upon themselves when another linked creature is dealt hit point damage or subdual damage; they may take half of that damage from the injury, rounded down, instead of the linked ally taking that portion of the damage. The creature that was actually wounded still suffers the normal effects for the full damage suffered, except that their hit points are not reduced by the full amount (or they do not add the full amount to their total accumulated subdual damage, as appropriate), which might prevent them from being rendered unconscious or dead. The linked creature that took some of the damage upon themselves is not directly affected (so they sport no visible injuries from it and are not actually stricken by the attack or effect that hurt their linked ally). Even magical or psionic backlash damage can be shared through this spell. Similarly, whenever a linked creature is fatigued by an effect, another linked creature may take the fatigue instead if not already exhausted. Likewise, whenever a linked creature is exhausted by an effect, another linked creature may take some of that exhaustion upon themselves instead, becoming fatigued while the original subject is merely fatigued (the one who shares part of their exhaustion must not already be exhausted). Note that a fatigued creature becomes exhausted if they suffer additional fatigue. Each time that damage, fatigue, or exhaustion is shared by an ally through [I]Pack Survival[/I], only one such ally may take part of the damage, fatigue, or exhaustion for the ally that was directly affected (multiple allies cannot take portions of the damage or effect). A different ally can make this choice each time that one of their linked allies is affected, but not at the same time for the same injury or the like. Any time that a linked creature is killed or rendered unconscious during this spell's effect, all other linked creatures are staggered for 1 round (though their subdual damage totals do not change from this staggering). Shared damage, fatigue, and exhaustion remains in place with those who accepted it upon themselves even after this spell ends. It can be healed or otherwise relieved normally. [COLOR=Red][B]Painful Impulse[/B][/COLOR] Enchantment (Compulsion) (Mind-Affecting) [B][COLOR=Blue][I]Level:[/I][/COLOR][/B] Brd 1, Sor/Wiz 2 [B][COLOR=Blue][I]Components:[/I][/COLOR][/B] V [B][COLOR=Blue][I]Casting Time:[/I][/COLOR][/B] 1 action [B][COLOR=Blue][I]Range:[/I][/COLOR][/B] Medium (100 ft. + 10 ft./level) [B][COLOR=Blue][I]Targets:[/I][/COLOR][/B] Single living creature of total hit dice no greater than your caster level [B][COLOR=Blue][I]Duration:[/I][/COLOR][/B] 1 round/level (D) [B][COLOR=Blue][I]Saving Throw:[/I][/COLOR][/B] Will half [B][COLOR=Blue][I]Spell Resistance:[/I][/COLOR][/B] Yes This spell attacks the mind of an enemy and forces thoughts of personal suffering and great pain into their mind, so intense that it physically pains them in addition to the mental shock. [I]Painful Impulse[/I] deals 1d6 points of subdual damage to the target creature each round, but only until the creature falls unconscious or the spell duration ends. As long as the target creature is unconscious, [I]Painful Impulse[/I] deals no further damage to them, but it resumes dealing damage after they regain consciousness, if that occurs before the spell expires. The affected creature is allowed a Will saving throw to resist [I]Painful Impulse[/I], and on a successful save they suffer only half damage from it each round. [COLOR=Red][B]Predator’s Frenzy[/B][/COLOR] Enchantment (Compulsion) (Evil) (Mind-Affecting) [B][COLOR=Blue][I]Level:[/I][/COLOR][/B] Rgr 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] Medium (100 ft. + 10 ft./level) [B][COLOR=Blue][I]Targets:[/I][/COLOR][/B] Single living creature [B][COLOR=Blue][I]Duration:[/I][/COLOR][/B] 1 round/level [B][COLOR=Blue][I]Saving Throw:[/I][/COLOR][/B] Will negates [B][COLOR=Blue][I]Spell Resistance:[/I][/COLOR][/B] Yes The subject of this spell is infused with the predatory instincts and savagery of a wild beast, compelled by nature's savage aspects to rend, smash, kill, and feed. If the subject is unwilling, they get a Will saving throw to resist. This spell duplicates the effects of a 1st-level Barbarian's Rage, except as noted above and as follows. The rage lasts for the duration of this spell, and cannot be voluntarily ended, but incurs fatigue afterward as normal (if the subject has a rage ability of their own and is not fatigued after using it, then they are also not fatigued by this rage). The subject of [I]Predator's Frenzy[/I] gains the usual benefits and drawbacks of a rage, as well as the following. They must spend each of their turns either attacking (with lethal force, if possible), feeding (as noted below), or moving to reach their targets for slaughter. They will not hold back on their attacks; no subdual-damage attacks if possible, no fighting defensively or Combat Expertise, no total defense, no disarming or striking objects, etc.; they will only use options that incur attack or damage penalties if those options grant them extra attacks or other offensive benefits (and will not use options that grant higher defensive bonuses than offensive ones). They can make a flurry of blows during a full-attack action, similar to a Monk, but regardless of what weapons or natural weapons they use. This gives them one additional attack during the full-attack action, at their highest Base Attack Bonus, but incurs a -2 penalty on all of their attack rolls until their next turn. In addition, they get a +1 morale bonus on physical melee damage rolls for each opponent they kill or render unconscious within this spell's duration (this is cumulative, but will not exceed a maximum of +5). However, whenever they kill a creature or render it unconscious, the subject of [I]Predator's Frenzy[/I] must succeed at a Will saving throw (against the DC of this spell) to avoid spending the next round on feeding off of the fallen creature. Furthermore, once all of the subject's enemies within sight (or blindsight, if they have that ability) are dead or unconscious, the subject must succeed at another such Will save to avoid attacking the closest ally they can see (through vision or blindsight). If that ally escapes or dies or falls unconscious, the subject must make another save to avoid attacking the next-closest ally, and so on and so forth. Regardless of these saves, if all allies and enemies within sight (or blindsight) are dead or unconscious, the subject of [I]Predator's Frenzy[/I] begins feeding on their nearest fallen prey. Once the spell ends, this compulsion no longer drives them. [COLOR=Red][B]Quell Vitality[/B][/COLOR] Necromancy (Evil) [B][COLOR=Blue][I]Level:[/I][/COLOR][/B] Sor/Wiz 1, Wuj 1 [B][COLOR=Blue][I]Components:[/I][/COLOR][/B] V [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] Single living creature [B][COLOR=Blue][I]Duration:[/I][/COLOR][/B] Instantaneous [B][COLOR=Blue][I]Saving Throw:[/I][/COLOR][/B] Will partial [B][COLOR=Blue][I]Spell Resistance:[/I][/COLOR][/B] Yes By speaking a word of power and wickedness, you sap the life force of another creature, sending a shiver down their spine (or a quiver through their body if spineless). [I]Quell Vitality[/I] functions only against one living creature of your choice, within range. That creature suffers 1d6 points of negative energy damage, +1 point per caster level, to a maximum of 1d6+20 damage at the 20th caster level. The victim is also fatigued for 1 round afterward by the sudden weight of the word upon their soul. He or she may attempt a Will saving throw for half damage, and on a successful save they are not fatigued. [COLOR=Red][B]Regenerate Massive Wounds[/B][/COLOR] Transmutation [B][COLOR=Blue][I]Level:[/I][/COLOR][/B] Clr 6, Dru 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] Living creature touched [B][COLOR=Blue][I]Duration:[/I][/COLOR][/B] 10 rounds + 1 round/level [B][COLOR=Blue][I]Saving Throw:[/I][/COLOR][/B] Will negates (harmless) [B][COLOR=Blue][I]Spell Resistance:[/I][/COLOR][/B] Yes (harmless) This is the most powerful spell in the [I]Regenerate Wounds[/I] line, bestowing its recipient with incredibly fast regeneration. This spell functions exactly like [I]Regenerate Light Wounds[/I], except as noted above and as follows. [I]Regenerate Massive Wounds[/I] grants the subject Fast Healing 5 instead of Fast Healing 1. [COLOR=Red][B]Regenerate Minor Wounds[/B][/COLOR] Transmutation [B][COLOR=Blue][I]Level:[/I][/COLOR][/B] Clr 0, Dru 0 [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] Living creature touched [B][COLOR=Blue][I]Duration:[/I][/COLOR][/B] 5 rounds [B][COLOR=Blue][I]Saving Throw:[/I][/COLOR][/B] Will negates (harmless) [B][COLOR=Blue][I]Spell Resistance:[/I][/COLOR][/B] Yes (harmless) This is the weakest, most basic spell in the [I]Regenerate Wounds[/I] line, helping the subject to heal more rapidly for a few brief moments. This spell functions exactly like [I]Regenerate Light Wounds[/I], except as noted above. [COLOR=Red][B]Revenant Strike[/B][/COLOR] Necromancy [B][COLOR=Blue][I]Level:[/I][/COLOR][/B] Sor/Wiz 3, Wuj 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] Close (25 ft. + 5 ft./2 levels) [B][COLOR=Blue][I]Targets:[/I][/COLOR][/B] You and one living or undead creature (see text) [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 (harmless to you) Cast this spell only after you have been damaged by another living or undead creature within the past 3 rounds. Otherwise, this spell has no effect. This spell deals only with hit point damage, not other types of damage. [I]Revenant Strike[/I] calls forth a vengeful spirit, which passes through you and takes part of the injury away, flying swiftly at the opponent who wounded you and passing through them, transferring the damage they took from you into the opponent for retribution, along with sending an extra jolt of ghostly power into the foe. Any effect that wards off ghosts, undead, or incorporeal creatures will ward off the [I]Revenant Strike[/I] as well (AC bonuses and the like, such as [I]Mage Armor[/I], do not count). [I]Revenant Strike[/I] heals you of up to 2 points of damage per caster level, but no more than that dealt to you by one of the chosen opponent's attacks in the past 3 rounds, and no more than 24 points at the 12th caster level onward. [I]Revenant Strike[/I] deals positive energy damage (if you are living) or negative energy damage (if you are undead) equal to the amount that it healed for you, to the chosen opponent. In addition, [I]Revenant Strike's[/I] damage receives a bonus of +1d6 points, but only if the spell successfully heals you of some damage and successfully delivers its damage to the foe. The opponent may be a living creature or an undead creature, but if you and the opponent are both alive or both undead, then [I]Revenant Strike[/I] fails to cause them any harm (the enemy must be of the opposite type in order for the vengeful spirit to successfully transfer the damage to them). It does not heal the opponent in any case, and [I]Revenant Strike[/I] does not heal you unless the vengeful spirit reaches both you and the opponent. Regardless, the vengeful spirit returns to whence it came after attempting to deliver your retaliatory strike. [COLOR=Red][B]Sand Spear[/B][/COLOR] Transmutation (Earth) [B][COLOR=Blue][I]Level:[/I][/COLOR][/B] Rgr 2 [B][COLOR=Blue][I]Components:[/I][/COLOR][/B] V, S, M, F [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]Target:[/I][/COLOR][/B] One creature or object [B][COLOR=Blue][I]Duration:[/I][/COLOR][/B] Instantaneous [B][COLOR=Blue][I]Saving Throw:[/I][/COLOR][/B] Reflex partial (see text) [B][COLOR=Blue][I]Spell Resistance:[/I][/COLOR][/B] Yes The [I]Sand Spear[/I] is a ranger spell that draws up earthen power to strike at an enemy and disrupt their ability to fight effectively. The caster of [I]Sand Spear[/I] must be standing upon a space of earthen ground, whether stone, dirt, sand, clay, mud, tiles, or similar, but not magma, lava, crystal, or metal, and there must be a sufficient amount of earthen material directly beneath the caster's space to provide the necessary sand (even if that earthen material is not sand). A spear-like mass of sand erupts from that space, just in front of the caster, and soars out to strike at the target. That target suffers 1d6 points of piercing damage per caster level, up to a maximum of 10d6. This is subject to Damage Reduction, since it is physical damage from mundane material. You must succeed at a normal ranged attack roll in order to hit with the [I]Sand Spear[/I], otherwise it does no damage (it threatens a critical hit on a roll of natural 20, and deals double damage on a critical hit, when applicable). This spell transmutes some of the earthen material beneath you into sand and launches it for the attack, then moves that sand back into place and returns it to its previous state. However, small grains of sand may escape the return transmutation, remaining behind to irritate the eyes, mouths, noses, and lungs of a creature. A creature stricken by the [I]Sand Spear[/I] must succeed at a Reflex saving throw or become blinded, which lasts until they spend a full-round action on removing sand from their eyes and other places (or until they receive a powerful enough blast of water, or a full round of immersion in water, to wash away the sand). Any creature that succeeds at the saving throw also takes one less d6 of damage. The material component for this spell is a handful of sand that your drop during the casting, and the focus required for [I]Sand Spear[/I] is a sharp, pointed piece of obsidian worth 10 gold pieces. [COLOR=Red][B]Scathing Venom[/B][/COLOR] Conjuration (Acid) (Creation) [B][COLOR=Blue][I]Level:[/I][/COLOR][/B] Rgr 3 [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] Close (25 ft. + 5 ft./2 levels) [B][COLOR=Blue][I]Area:[/I][/COLOR][/B] Cone-shaped burst [B][COLOR=Blue][I]Duration:[/I][/COLOR][/B] Instantaneous [B][COLOR=Blue][I]Saving Throw:[/I][/COLOR][/B] Reflex hal, Fortitude partial (Objects) (see text) [B][COLOR=Blue][I]Spell Resistance:[/I][/COLOR][/B] Yes (Objects) [I]Scathing Venom[/I] sends a spray of acid and venom as scattered droplets in a cone-shaped area, dissolving flesh and bone while poisoning what remains. This spell deals 1d6 points of acid damage per two caster levels to anything organic within the area of effect, including living creatures, corporeal undead, plants, wood, cloth, bones, and anything constructed of such materials, such as shield guardians and other Constructs with wood, bone, or flesh in their external composition. This deals a maximum of 5d6 acid damage, at the 10th caster level onward. Creatures, attended objects, and magical or psionic objects are allowed a Reflex saving throw for half damage from the acid (Evasion or Improved Evasion apply normally). Any living creature damaged by [I]Scathing Venom[/I] must also attempt a Fortitude saving throw against its poison, and if they fail the Fortitude save, they suffer 1d3 points of temporary Dexterity damage. One minute after being damaged by this spell, a living creature must attempt another Fortitude save, and on a failure they suffer another 1d3 temporary Dexterity damage (whether or not they averted the first 1d3). Any save bonuses against poison only apply to these Fortitude saves, not the Reflex save. The poison from this spell is essentially a minor form of monster-poison derived from a mix of them, and is considered a natural monster poison despite its conjured origin (thus, a Druid's Venom Immunity would apply against it). This venom is a contact poison. The material components for this spell are a vial of citric juice and a vial of mixed common venoms from different animals, beasts, and vermin, altogether worth a total of 20 gp. [COLOR=Red][B]Shadow of Death[/B][/COLOR] Necromancy (Darkness) [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 full-round action [B][COLOR=Blue][I]Range:[/I][/COLOR][/B] Personal [B][COLOR=Blue][I]Effect:[/I][/COLOR][/B] Aura of darkness, and 1 negative energy ray/level [B][COLOR=Blue][I]Target:[/I][/COLOR][/B] You [B][COLOR=Blue][I]Duration:[/I][/COLOR][/B] 1 round/level (D) [B][COLOR=Blue][I]Saving Throw:[/I][/COLOR][/B] None or Will partial (see text) [B][COLOR=Blue][I]Spell Resistance:[/I][/COLOR][/B] No or Yes (see text) This spell swathes you in darkness, a roiling fog-like aura that hides your features, and you can hurl some of this dark energy at opponents to weaken and blind them. This dark aura grants you one-half concealment, causing opponents a 20% miss chance on attacks against you, but the aura does not interfere with your own vision; the aura does not give opponents concealment against your own attacks and abilities. This is magical darkness, so opponents with Darkvision cannot ignore it, except for those who can pierce magical darkness with their Darkvision (such as many Devils). The [I]Shadow of Death[/I] also allows you to hurl rays of negative energy at opponents, up to a maximum of one ray per caster level. You can launch these dark rays at the rate of attack allowed by your Base Attack Bonus with a full-attack action, or one ray as a standard action or partial action, and you may choose to launch one ray immediately after casting this spell as part of the casting action. On full-attacks, use your normal Base Attack Bonuses for the attack rolls, and you may intersperse other attacks with the negative energy rays; for example, if you had a Base Attack of +7/+2 and held a crossbow, you could fire the crossbow with your first attack at +7 and launch a negative energy ray with the second attack at +2. As rays, these require a ranged touch attack to hit, and ignore armor, shield, and natural armor bonuses to AC. They have a maximum range of 100 feet and have no range increments. On a successful hit, the negative energy ray deals 2d6 points of negative energy damage (which harms living things, heals the undead, and has no effect on non-living, non-undead targets). Each time a creature is stricken by one of these rays, they must succeed at a Will saving throw or be surrounded in an aura of magical darkness (if they fail their first Will save against this particular casting of the spell, they get no further Will saves against that individual casting of the spell). This is similar to the aura around the caster, except that it appears as a very light gray to everyone other than the victim, so it does not hinder others, but instead appears much darker to the victim and gives everything else one-half concealment against the victim (a 20% miss chance for the victim's attacks). This darkness clings to the opponent for the remainder of this spell's duration, and cannot be ignored by the victim's Darkvision (unless their Darkvision can see through magical darkness). Any darkness generated by this spell does not aid in hiding nor allow individuals to hide without other concealment or cover to hide behind. Victims stricken by the negative energy rays apply their Spell Resistance only against the first ray; if that ray fails to affect them due to Spell Resistance, then all other rays from that particular casting of [I]Shadow of Death[/I] also fail to affect that creature. The material component for this spell is the heart of a shadow mastiff, which is hard to find in markets but typically worth 500 gold pieces. [COLOR=Red][B]Slumber Pollen[/B][/COLOR] Enchantment (Compulsion) (Mind-Affecting) [B][COLOR=Blue][I]Level:[/I][/COLOR][/B] Rgr 3 [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] Shapeable line 5 feet wide out to maximum range (see text) [B][COLOR=Blue][I]Duration:[/I][/COLOR][/B] 1 round/level [B][COLOR=Blue][I]Saving Throw:[/I][/COLOR][/B] Will negates [B][COLOR=Blue][I]Spell Resistance:[/I][/COLOR][/B] Yes Tossing a handful of ordinary pollen into the air, you channel nature magic to alter that pollen's purpose and suffuse it with magical energy, scattering it with a light breeze of magic to lull creatures to sleep. This effectively spreads the [I]Slumber Pollen[/I] in a line 5 feet wide, out to close range, but with a difference from other line effects. You can shape the line however you see fit, as long as it does not overlap, and the length of the line counts towards its range (so for instance, if you make the line stretch 15 feet forward, then turn and go right for 10 feet, then turn and go up 30 feet, it would require 55 feet of range to accomplish). The line starts in the space right in front of yours, and if you direct the line to cross through your space, then you too are subject to the spell. Creatures within the area of effect must succeed at a Will saving throw or else fall asleep, if they inhale the pollen (creatures who do not breathe, creatures who do not smell, creatures whose heads or other breathing areas are outside the area of effect, and creatures who are holding their breath are unaffected). The pollen disappears after the casting (during which it spreads out along the line's path), but those who fall asleep from it remain asleep for 1 round per caster level. This slumber is as deep as that of the Sleep spell, so refer to that spell's description for details on how sleeping creatures may be awakened. Creatures with more Hit Dice than 5 + your caster level are unaffected by [I]Slumber Pollen[/I]. The material component for this spell is a handful of flower pollen, which the spell magically multiplies before destroying.[/sblock] [/QUOTE]
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