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<blockquote data-quote="Arkhandus" data-source="post: 4767117" data-attributes="member: 13966"><p><span style="font-size: 10px"><span style="color: Yellow"><u>Spell Descriptions, Last Part</u></span></span></p><p>[sblock]<span style="color: Red"><strong>Smoldering Assault</strong></span></p><p>Transmutation (Fire)</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, XP</p><p><strong><span style="color: Blue"><em>Casting Time:</em></span></strong> 1 action</p><p><strong><span style="color: Blue"><em>Range:</em></span></strong> Touch</p><p><strong><span style="color: Blue"><em>Target:</em></span></strong> Touched weapon or up to 20 touched pieces of ammunition</p><p><strong><span style="color: Blue"><em>Duration:</em></span></strong> 1 round/level (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>This ranger spell calls upon some of nature's fiery power to infuse a weapon and make it more effective, burning enemies and other objects on contact. The touched weapon or ammunition deals 1d6 points of bonus fire damage on each successful hit, but suffers the same fire damage itself as it smolders and glows faintly red with heat. This can quickly destroy lassos or nets used with <em>Smoldering Assault</em>, or slowly burn the edges of a club or quarterstaff for example, but it is not likely to do significant harm to wooden objects thanks to their hardness. Do not reduce this fire damage by half as normal before applying it to the weapon or ammunition, due to the nature of how this spell works.</p><p></p><p>Only the striking portion is smoldering or burning with this heat, so the wielder need not worry about their gripping end. Ammunition does not smolder and burn until it is launched, though it does smoke slightly until then. At the end of this spell's effect, affected weapons and ammunition cease smoldering, smoking, and burning, even if they are normally flammable. Ammunition and thrown weapons are no longer affected by this spell after they have already been launched or thrown once, after they have hit or missed with that attack. Projectile weapons do not transfer the effect of this spell to their ammunition, so casting <em>Smoldering Assault</em> upon a bow, crossbow, or firearm will do you little good (unless you use those as improvised melee weapons).</p><p></p><p>The heat and weak flames of this spell can set other items on fire if they are flammable and come into contact with the striking portion of an affected item. For instance, if you use this spell on a quiver of arrows, then fire one of those arrows at a puddle of oil, a hit will ignite that oil. The material component for this spell is a piece of charcoal. In order to cast this spell, you must also pay a cost of 100 Experience Points.</p><p></p><p></p><p><span style="color: Red"><strong>Staggering Surge</strong></span></p><p>Necromancy</p><p><strong><span style="color: Blue"><em>Level:</em></span></strong> Sor/Wiz 5</p><p><strong><span style="color: Blue"><em>Components:</em></span></strong> V, S</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 or undead creature touched, or living plant touched</p><p><strong><span style="color: Blue"><em>Duration:</em></span></strong> Instantaneous</p><p><strong><span style="color: Blue"><em>Saving Throw:</em></span></strong> Will partial (see text)</p><p><strong><span style="color: Blue"><em>Spell Resistance:</em></span></strong> Yes</p><p>You channel powerful necromantic forces into your hand, surrounding it with a nimbus of riotous violet energy, and then reach out for another creature to deliver that powerful charge of deadly forces. Make a melee touch attack as part of casting this spell. Touch attacks ignore armor, natural armor, and shield bonuses to AC. On a successful hit, you deal 1d6 points of negative energy damage per caster level to the touched creature, up to a maximum of 20d6. This negative energy heals them if they are undead, but non-living, non-undead subjects are not affected. A living plant suffers this damage like a living creature.</p><p></p><p>A living creature touched is also sent reeling by the powerful surge of negative energy, rendering them stunned for 1 round and staggered for 1 round after that (the staggering does not affect their current subdual damage total). A stunned creature cannot act, drops anything they hold, and loses their Dexterity bonus to AC, while attackers receive a +2 bonus on attack rolls against a stunned creature. A staggered creature is simply restricted to taking only one partial action on his or her turn.</p><p></p><p>Also, a living creature stricken by the <em>Staggering Surge</em> takes 1d4 points of temporary Strength damage and 1d4 points of temporary Constitution damage. Furthermore, they become fatigued. Subjects of this spell may attempt a Will saving throw for partial effect, and if they succeed, they are not fatigued, nor stunned, and they suffer only 1 point each of temporary Strength and Constitution damage. They are staggered for 1 round as normal (though without the stun, this occurs immediately), but suffer only 75% as much negative energy damage, rounded up.</p><p></p><p></p><p><span style="color: Red"><strong>Storm Shield</strong></span></p><p>Transmutation (Air) (Electricity) (Sonic)</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> 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> Swirling shield-like mass of wind, clouds, thunder, and lightning</p><p><strong><span style="color: Blue"><em>Duration:</em></span></strong> 1 round/level (D)</p><p><strong><span style="color: Blue"><em>Saving Throw:</em></span></strong> None</p><p><strong><span style="color: Blue"><em>Spell Resistance:</em></span></strong> Yes (see text)</p><p>Calling upon the forces of a storm, you gather wind, dust, and vapor in the air to form a shield-like disk of swirling winds and gray clouds, which crackles with miniature lightning and quietly rumbles with miniature thunder. The <em>Storm Shield</em> hovers before you, moving out of your way when you attack but interposing itself to defend against enemy attacks. Against physical attacks (including melee touch attacks and physical projectiles produced or launched by spells and powers), the Storm Shield grants you a +3 deflection bonus to Armor Class. This also applies against any electricity attacks, sonic attacks, or Air-descriptor attacks that involve an attack roll against you.</p><p></p><p>The <em>Storm Shield</em> absorbs some of any harmful sounds or electricity that affects you, effectively providing you with Electricity Resistance 5 and Sonic Resistance 5. In addition, whenever an opponent makes a melee attack against you, the <em>Storm Shield</em> intercepts and sends a jolt of lightning and thunder along the attacker's weapon or limb, even if it does not successfully deflect the attack. This deals 1d4 points of electricity damage and 1d4 points of sonic damage to the attacker. An attacker may apply Spell Resistance against this damage the first time that this individual casting of <em>Storm Shield</em> would harm them, and the result of your caster level check against their Spell Resistance applies for the remainder of the duration against that opponent. Thus, if you fail your check, they resist the damage every time for the duration of this casting.</p><p></p><p>The <em>Storm Shield</em> can only protect you from one side at a time, so if you are attacked from opposite sides at the same moment, the <em>Storm Shield</em> only moves to intercept attacks from one side at a time; either your front, your rear, your left, your right, above you, or below you, and it protects that hemisphere effectively. You decide at the time of the simultaneous attacks, before they are rolled. The <em>Storm Shield</em> will not provide any of its effects against attacks from the opposite hemisphere. However, it moves quite swiftly, so it can intercept attacks from all directions over the course of a round, just not all at the same exact moment.</p><p></p><p></p><p><span style="color: Red"><strong>Strength of the Herd</strong></span></p><p>Necromancy</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, 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> Personal</p><p><strong><span style="color: Blue"><em>Area:</em></span></strong> Emanation, 10 ft. radius, centered on you</p><p><strong><span style="color: Blue"><em>Duration:</em></span></strong> 2 rounds, +1 round/level</p><p><strong><span style="color: Blue"><em>Saving Throw:</em></span></strong> None</p><p><strong><span style="color: Blue"><em>Spell Resistance:</em></span></strong> No</p><p>The power of nature allows you to share strength with allies through this spell, or to share in the strength of your allies. Each time you cast <em>Strength of the Herd</em>, choose either to share your own strength or share in your allies' strength. While sharing your own strength, you take a -4 enhancement penalty to your Strength score and other allies within the spell's emanation receive a +2 enhancement bonus to their Strength scores, whenever they are at least partly inside the emanation. When you share in your allies' Strength, you instead gain a +4 enhancement bonus to your Strength score and allies who are at least partly within the emanation suffer a -2 enhancement penalty to their Strength scores. You also benefit from the Power Attack feat while sharing in the strength of at least four allies.</p><p></p><p>The benefits and drawbacks of this spell apply only when there are at least two allies fully or partly inside the emanation. Only allies who are living creatures count for this purpose, and this spell has no effect if you are not a living creature. Allies must be willing in order for them to count towards this spell's effects. The focus required for this spell is the horn of a buffalo, antelope, carabou, bison, gazelle, ox, wildebeast, or triceratops.</p><p></p><p></p><p><span style="color: Red"><strong>Stupor</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, 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>Target:</em></span></strong> Single living creature of 10 hit dice or fewer</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 partial</p><p><strong><span style="color: Blue"><em>Spell Resistance:</em></span></strong> Yes</p><p>With this simple enchantment, you scramble an opponent's thoughts for a few moments and send them into a mind-fogged stupor. The target creature must succeed at a Will saving throw or else be stunned for 2 rounds, dropping any objects they hold and taking no actions. A stunned creature loses its Dexterity bonus to Armor Class, and other creatures gain a +2 bonus on attack rolls against the stunned creature. On a successful Will save, the target creature is instead dazed for just 1 round; a dazed creature cannot take any actions, but suffers none of the other drawbacks of stunning. The material component for this spell is a cracked glass and silver mirror, worth 5 gold pieces and weighing 1 pound.</p><p></p><p><span style="color: Red"><strong>Summoning Surge</strong></span></p><p>Conjuration</p><p><strong><span style="color: Blue"><em>Level:</em></span></strong> Brd 1, Clr 1, Sor/Wiz 1, Wuj 1</p><p><strong><span style="color: Blue"><em>Components:</em></span></strong> V, S</p><p><strong><span style="color: Blue"><em>Casting Time:</em></span></strong> 1 action</p><p><strong><span style="color: Blue"><em>Range:</em></span></strong> Touch</p><p><strong><span style="color: Blue"><em>Target:</em></span></strong> Single creature</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 negates (harmless)</p><p><strong><span style="color: Blue"><em>Spell Resistance:</em></span></strong> Yes (harmless)</p><p>With this spell, you grant a boost to the summoning capabilities of one creature by touch. Any spells that the target creature casts from the Summoning subschool, and any spell-like abilities they activate that belong to the Summoning subschool, receive the following benefits if completed within the <em>Summoning Surge's</em> duration (even if the creature began the casting or activation before <em>Summoning Surge</em> took effect). Any creatures summoned in this manner receives a +4 inherant bonus to their Strength, Dexterity, and Constitution scores for the duration of the summoning, or 3 rounds if the summoning has no duration or a duration of 1 hour or more. If the Summoning effect does not actually summon creatures, then it is treated as though cast at +3 effective caster levels.</p><p></p><p><span style="color: Red"><strong>Taurion’s Force Lance</strong></span></p><p>Evocation (Force)</p><p><strong><span style="color: Blue"><em>Level:</em></span></strong> Sor/Wiz 4</p><p><strong><span style="color: Blue"><em>Components:</em></span></strong> V, S</p><p><strong><span style="color: Blue"><em>Casting Time:</em></span></strong> 1 full round</p><p><strong><span style="color: Blue"><em>Range:</em></span></strong> Personal</p><p><strong><span style="color: Blue"><em>Effect:</em></span></strong> Floating lance composed of magical force</p><p><strong><span style="color: Blue"><em>Duration:</em></span></strong> 1 minute/level</p><p><strong><span style="color: Blue"><em>Saving Throw:</em></span></strong> No</p><p><strong><span style="color: Blue"><em>Spell Resistance:</em></span></strong> Yes</p><p>A 5-foot long, sharply-pointed pole of force appears beside you, floating around a foot off the ground and awaiting your command. The force lance remains hovering next to you at all times, staying in your fighting space but not getting in your way, and only leaves your side to strike opponents as designated below, returning immediately afterward. The force lance has the same statistics as a +2 magical heavy lance sized for a Medium character, except that it is made of force and thus has no weight or cost. The force lance is immune to damage, though any effect that could destroy a force effect of this spell's level will destroy the lance, such as a <em>Disintegrate</em> spell. The force lance can also be dispelled, and an antimagic field suppresses it without interrupting the spell's duration.</p><p></p><p>At the beginning of each of your turns, you may designate an opponent you can see or otherwise accurately pinpoint the location of (concealment, cover, and so on do not typically impede this, but full concealment or full cover will, although tower shields and similar barriers do not prevent the designation of a foe), and verbally (or telepathically, if able) command the force lance to attack that target, as a free action. If that opponent is within 10 feet of you at any point in your turn, the force lance will immediately move in and strike at that opponent, then return to your side; the lance can only strike this way once per turn. If this attack is made while you charge the same opponent, then the force lance deals double damage, just as an ordinary lance does in a mounted charge.</p><p></p><p>In addition to this function, the force lance may attempt a single attack of opportunity each round. The force lance threatens the area within 10 feet of you for that purpose. Also, if an opponent charges at you and the force lance hasn't already made its attack of opportunity this round, then it will make one against the charging opponent, as though it were set against a charge like a spear, dealing double damage as a result. The force lance’s capabilities cannot be altered by other spells, feats, or effects that you or others use (such as the Spirited Charge feat or a bard’s Inspire Courage), though its duration, spell level, damage, and so on may be altered as normal for a spell effect (such as by metamagic feats).</p><p></p><p>The force lance’s damage and attack bonuses are not affected by your ability scores, and it has its own effective Strength score of 10. The force lance has its own attack bonus of +10 (counting its enhancement), instead of using your own base attack bonus or attack modifiers (though it gets normal attack modifiers for circumstances, such as flanking or striking prone enemies). Damage Reduction and other defenses, such as a swashbuckler bard’s Defensive Parry class feature, treat the force lance as a weapon, not a spell effect. As a magical force effect, the force lance can strike incorporeal and ethereal enemies, but only if you are able to designate them as targets for it at the time (as described above). Also, the force lance ignores the normal 50% chance of not damaging an incorporeal creature. Check against Spell Resistance for each creature the force lance strikes, but only if it is the first time that particular <em>Taurion’s Force Lance</em> spell has stricken them. If you fail to beat their Spell Resistance, this individual casting of the spell does no harm to that foe.</p><p></p><p></p><p><span style="color: Red"><strong>Taurion's Rapid Riposte</strong></span></p><p>Evocation (Force)</p><p><strong><span style="color: Blue"><em>Level:</em></span></strong> Sor/Wiz 3</p><p><strong><span style="color: Blue"><em>Components:</em></span></strong> V, S, M</p><p><strong><span style="color: Blue"><em>Casting Time:</em></span></strong> 1 full round</p><p><strong><span style="color: Blue"><em>Range:</em></span></strong> Personal</p><p><strong><span style="color: Blue"><em>Target:</em></span></strong> You</p><p><strong><span style="color: Blue"><em>Duration:</em></span></strong> 3 rounds/level</p><p><strong><span style="color: Blue"><em>Saving Throw:</em></span></strong> No</p><p><strong><span style="color: Blue"><em>Spell Resistance:</em></span></strong> None</p><p>A small, circular plane of force about 4-feet wide appears and floats next to you, keeping out of your way but moving to intercept weapon attacks, unarmed strikes, natural weapon attacks, melee touch attacks, ranged touch attacks, and magical or psionic projections (refer to the Weapon Focus feat's description) used against you. The disk makes such attacks against you suffer a 20% miss chance (feats like Sharp-Shooting or Precise Shot will not help against this). If such an attack misses as a result of the disk, the disk blocks and deflects the attack, then follows through by spinning around and striking at the attacker, immediately after the missed attack against you.</p><p></p><p>You make an attack roll with the disk, but instead of using your own attack modifiers, the disk strikes as per a +1 magical weapon and has its own attack bonus of +10 (counting its enhancement). The disk has a threat range of 20 and a critical multiplier of x2, deals 1d6+1 slashing damage (counting the enhancement), and has a range of 30 feet; if the attacker is more than 30 feet away, the disk will not retaliate against them. As a force effect, the disk ignores the normal 50% chance of not damaging an incorporeal creature, and it can harm ethereal attackers as well. You cannot use any feats, spells, or other abilities to increase the damage, attack bonus, threat range, or critical multiplier of the disk, and its attack and damage modifiers are not affected by your ability scores. The disk immediately returns to your side after retaliating.</p><p></p><p>Attacks by weapons, natural weapons, projectiles, or unarmed strikes of Gargantuan size or larger bypass the disk and do not trigger retaliation from it, nor do those of Diminutive size or smaller. The disk is immune to damage, but can be dispelled, and an antimagic field suppresses the spell as normal (without interrupting its duration). Any effect that could destroy a force effect of this spell's level will destroy the disk, such as Disintegrate. The material component for this spell is a tiny, rune-etched platinum disk worth 50 gold pieces.</p><p></p><p></p><p><span style="color: Red"><strong>Tempest Strike</strong></span></p><p>Evocation (Chaotic) (Electricity) (Sonic)</p><p><strong><span style="color: Blue"><em>Level:</em></span></strong> Rgr 2</p><p><strong><span style="color: Blue"><em>Components:</em></span></strong> V, 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>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 half, Will partial (see text)</p><p><strong><span style="color: Blue"><em>Spell Resistance:</em></span></strong> Yes</p><p>Calling upon the ferocity of a storm, you lash out with a chaotic spray of miniature lightning and thunderous echoes of your voice. This spell cannot be cast without its verbal and somatic components, regardless of metamagic. <em>Tempest Strike</em> deals 1d4 points of electricity damage per two caster levels within its area of effect, up to a maximum of 5d4. It also deals 1d6 points of sonic damage per three caster levels within the area of effect, up to a maximum of 3d6. Creatures, magic items, psionic items, and attended objects are allowed to attempt a Reflex saving throw for half damage. Flammable items will ignite if damaged by the electricity of this spell.</p><p></p><p>Chaotic forces in the <em>Tempest Strike</em> amplify the light and sound against lawful creatures in the area, blinding and deafening them for 1 round on a failed Will save. The caster of <em>Tempest Strike</em> must also attempt a Will saving throw, and if it fails, the caster suffers half damage from this spell and is dazzled for 1 round (the caster suffers no damage from this spell, and no dazzling, if they succeed at the Will save).</p><p></p><p></p><p><span style="color: Red"><strong>Thunder Pillar</strong></span></p><p>Evocation (Sonic)</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</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>Thunder Pillar</em> spell creates a pillar of destructive soundwaves 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. The air ripples from these intense soundwaves. <em>Thunder Pillar</em> deals 1d12 sonic damage per 3 caster levels to the target foe, with a maximum of 6d12. Also, half the damage rounded up is dealt to all other creatures within the area of effect.</p><p></p><p>Creatures within the area, including the target, may attempt Reflex saves for half damage. Creatures in the area of effect who fail their Reflex save are also deafened for 3 rounds. The first 1d12 damage is also dealt to all objects in the area of effect and ignores one-third of their hardness, rounded up, but the objects may make Fortitude saves for half damage if they are magical or psionic. This spell creates an additional pillar of thunder at 10th-level, and another at 13th-, 16th-, and 19th-levels, for a total of five sonic 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 miniature brass tuning fork.</p><p></p><p></p><p><span style="color: Red"><strong>Wildfire Wreath</strong></span></p><p>Conjuration (Chaotic) (Creation) (Fire)</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, DF</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>Duration:</em></span></strong> 5 rounds</p><p><strong><span style="color: Blue"><em>Saving Throw:</em></span></strong> None or Reflex half (see text)</p><p><strong><span style="color: Blue"><em>Spell Resistance:</em></span></strong> No or Yes (see text)</p><p><em>Wildfire Wreath</em> surrounds the ranger in a swirling, circular wreath of fire, smoke, and embers, which harms enemies, lends power to the ranger's attacks, and allows him or her to unleash waves of fire. Each time an opponent hits the caster in melee without a reach weapon (natural weapons with reach do not count as reach weapons for this purpose), that opponent suffers 1d6 points of fire damage in return. This fire damage is also dealt to any weapons or projectiles that hit the caster or that miss the caster but would have hit his or her touch AC. Likewise, every successful hit the ranger makes with melee attacks (excluding reach weapons or natural weapons with reach) deals this fire damage as well.</p><p></p><p>All of the ranger's melee attacks made during this spell's effect (including those using reach weapons or natural weapons with reach, in this case) are treated as having a magical +2 enhancement bonus for purposes of overcoming Damage Reduction and for purposes of having a chance to injure incorporeal targets (with the usual 50% chance of failure in those cases, since this spell does not provide Ghost Touch). If the ranger's attacks already have an enhancement, treat it as being +2 higher for those purposes. This does not grant an actual enhancement bonus, so it does not affect attack or damage rolls. These attacks are also considered to be chaos-aligned, as though from the Chaotic magic weapon property, except that <em>Wildfire Wreath</em> adds only +1d6 points of bonus chaotic damage to the attacks when they hit lawful creatures, not 2d6. Furthermore, this 1d6 chaotic energy damage is dealt to any lawful creatures that the <em>Wreath</em> directly deals fire damage to (before any defenses are factored in against that damage, such as fire resistance or fire immunity).</p><p></p><p>This spell has another function, however, to create waves of flaming power. The ranger may concentrate for this purpose as a standard action that provokes attacks of opportunity, and this action produces a cone-shaped burst of chaotic flames out to a range of 30 feet (metamagic effects and the like do not affect this, since it is not part of the spell's normal range) in the direction of the caster's choice. He or she may create a wave of flames in this manner as often as he or she likes throughout the spell's duration, by devoting a standard action to it each time. The wave of flames deals 6d6 fire damage to anything caught in its path, and while the wave is an instantaneous effect, it leaves behind a trail of burning embers in the affected area (and on affected victims who did not avoid all damage from it through Evasion, Improved Evasion, or abilities that duplicate these).</p><p></p><p>The embers burn wildly for 1 round afterward before turning to inert ash, dealing an additional 1d6 fire damage on contact (within the area) or after that 1 round has passed (on stricken victims), which is cumulative for those who were stricken and then remain in the area for a full round (if they leave and return to the area in the same round, they avoid taking damage for merely being in the area). Anything that the embers damage (after defenses are factored in, like hardness, fire resistance, or fire immunity) will catch on fire if flammable or combustible. The initial blast of flames also ignites flammables and combustibles that it successfully damages.</p><p></p><p>The wave deals 1d6 bonus chaotic damage to lawful creatures who do not fully avoid the damage through Evasion or a similar ability, and the embers deal 1d4 bonus chaotic damage to lawful creatures they cling to, regardless of fire resistance or fire immunity. However, anything caught within the flame wave is allowed a Reflex saving throw for half damage, and applies Spell Resistance against the flame wave if they have it. If their Spell Resistance successfully resists the spell, they take no damage from the flame wave and are not clung to by embers. However, Spell Resistance and Reflex saves do not protect against the fire damage and chaotic energy damage inflicted by contact with the <em>Wildfire Wreath</em> through melee attacks.</p><p></p><p><em>Wildfire Wreath</em> automatically ignites anything flammable or combustible in the caster's space while it is active, except for that which is on the ranger's person (objects and familiars staying on his or her person are unaffected, but grapplers or other creatures are affected). This sets them on fire as per the usual rules for a burning creature or object, and this burning is just a natural result of close contact with the heat and flames of the <em>Wreath</em>; the fire caused in this manner is nonmagical. Every round that this spell is in effect (including the round in which it is cast), the <em>Wildfire Wreath</em> has a 50% chance of harming the caster (roll this chance at the end of the ranger's turn), dealing him or her 1d6 points of fire damage and 1d6 points of divine energy damage (the fire damage can be prevented by fire resiistance or the like, but divine energy damage cannot be prevented, reduced, or redirected in any way). Any time the ranger unleashes a wave of flames with this spell, he or she automatically suffers 2d6 points of fire damage (which can be reduced as noted above) and 2d6 points of divine energy damage (which cannot be reduced, as noted above), which replaces the 50% chance of 1d6/1d6 damage to him or her on that round.[/sblock]</p></blockquote><p></p>
[QUOTE="Arkhandus, post: 4767117, member: 13966"] [SIZE=2][COLOR=Yellow][U]Spell Descriptions, Last Part[/U][/COLOR][/SIZE] [sblock][COLOR=Red][B]Smoldering Assault[/B][/COLOR] Transmutation (Fire) [B][COLOR=Blue][I]Level:[/I][/COLOR][/B] Rgr 1 [B][COLOR=Blue][I]Components:[/I][/COLOR][/B] V, S, M, XP [B][COLOR=Blue][I]Casting Time:[/I][/COLOR][/B] 1 action [B][COLOR=Blue][I]Range:[/I][/COLOR][/B] Touch [B][COLOR=Blue][I]Target:[/I][/COLOR][/B] Touched weapon or up to 20 touched pieces of ammunition [B][COLOR=Blue][I]Duration:[/I][/COLOR][/B] 1 round/level (see text) [B][COLOR=Blue][I]Saving Throw:[/I][/COLOR][/B] None [B][COLOR=Blue][I]Spell Resistance:[/I][/COLOR][/B] No This ranger spell calls upon some of nature's fiery power to infuse a weapon and make it more effective, burning enemies and other objects on contact. The touched weapon or ammunition deals 1d6 points of bonus fire damage on each successful hit, but suffers the same fire damage itself as it smolders and glows faintly red with heat. This can quickly destroy lassos or nets used with [I]Smoldering Assault[/I], or slowly burn the edges of a club or quarterstaff for example, but it is not likely to do significant harm to wooden objects thanks to their hardness. Do not reduce this fire damage by half as normal before applying it to the weapon or ammunition, due to the nature of how this spell works. Only the striking portion is smoldering or burning with this heat, so the wielder need not worry about their gripping end. Ammunition does not smolder and burn until it is launched, though it does smoke slightly until then. At the end of this spell's effect, affected weapons and ammunition cease smoldering, smoking, and burning, even if they are normally flammable. Ammunition and thrown weapons are no longer affected by this spell after they have already been launched or thrown once, after they have hit or missed with that attack. Projectile weapons do not transfer the effect of this spell to their ammunition, so casting [I]Smoldering Assault[/I] upon a bow, crossbow, or firearm will do you little good (unless you use those as improvised melee weapons). The heat and weak flames of this spell can set other items on fire if they are flammable and come into contact with the striking portion of an affected item. For instance, if you use this spell on a quiver of arrows, then fire one of those arrows at a puddle of oil, a hit will ignite that oil. The material component for this spell is a piece of charcoal. In order to cast this spell, you must also pay a cost of 100 Experience Points. [COLOR=Red][B]Staggering Surge[/B][/COLOR] Necromancy [B][COLOR=Blue][I]Level:[/I][/COLOR][/B] Sor/Wiz 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 or undead creature touched, or living plant touched [B][COLOR=Blue][I]Duration:[/I][/COLOR][/B] Instantaneous [B][COLOR=Blue][I]Saving Throw:[/I][/COLOR][/B] Will partial (see text) [B][COLOR=Blue][I]Spell Resistance:[/I][/COLOR][/B] Yes You channel powerful necromantic forces into your hand, surrounding it with a nimbus of riotous violet energy, and then reach out for another creature to deliver that powerful charge of deadly forces. Make a melee touch attack as part of casting this spell. Touch attacks ignore armor, natural armor, and shield bonuses to AC. On a successful hit, you deal 1d6 points of negative energy damage per caster level to the touched creature, up to a maximum of 20d6. This negative energy heals them if they are undead, but non-living, non-undead subjects are not affected. A living plant suffers this damage like a living creature. A living creature touched is also sent reeling by the powerful surge of negative energy, rendering them stunned for 1 round and staggered for 1 round after that (the staggering does not affect their current subdual damage total). A stunned creature cannot act, drops anything they hold, and loses their Dexterity bonus to AC, while attackers receive a +2 bonus on attack rolls against a stunned creature. A staggered creature is simply restricted to taking only one partial action on his or her turn. Also, a living creature stricken by the [I]Staggering Surge[/I] takes 1d4 points of temporary Strength damage and 1d4 points of temporary Constitution damage. Furthermore, they become fatigued. Subjects of this spell may attempt a Will saving throw for partial effect, and if they succeed, they are not fatigued, nor stunned, and they suffer only 1 point each of temporary Strength and Constitution damage. They are staggered for 1 round as normal (though without the stun, this occurs immediately), but suffer only 75% as much negative energy damage, rounded up. [COLOR=Red][B]Storm Shield[/B][/COLOR] Transmutation (Air) (Electricity) (Sonic) [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] Personal [B][COLOR=Blue][I]Target:[/I][/COLOR][/B] You [B][COLOR=Blue][I]Effect:[/I][/COLOR][/B] Swirling shield-like mass of wind, clouds, thunder, and lightning [B][COLOR=Blue][I]Duration:[/I][/COLOR][/B] 1 round/level (D) [B][COLOR=Blue][I]Saving Throw:[/I][/COLOR][/B] None [B][COLOR=Blue][I]Spell Resistance:[/I][/COLOR][/B] Yes (see text) Calling upon the forces of a storm, you gather wind, dust, and vapor in the air to form a shield-like disk of swirling winds and gray clouds, which crackles with miniature lightning and quietly rumbles with miniature thunder. The [I]Storm Shield[/I] hovers before you, moving out of your way when you attack but interposing itself to defend against enemy attacks. Against physical attacks (including melee touch attacks and physical projectiles produced or launched by spells and powers), the Storm Shield grants you a +3 deflection bonus to Armor Class. This also applies against any electricity attacks, sonic attacks, or Air-descriptor attacks that involve an attack roll against you. The [I]Storm Shield[/I] absorbs some of any harmful sounds or electricity that affects you, effectively providing you with Electricity Resistance 5 and Sonic Resistance 5. In addition, whenever an opponent makes a melee attack against you, the [I]Storm Shield[/I] intercepts and sends a jolt of lightning and thunder along the attacker's weapon or limb, even if it does not successfully deflect the attack. This deals 1d4 points of electricity damage and 1d4 points of sonic damage to the attacker. An attacker may apply Spell Resistance against this damage the first time that this individual casting of [I]Storm Shield[/I] would harm them, and the result of your caster level check against their Spell Resistance applies for the remainder of the duration against that opponent. Thus, if you fail your check, they resist the damage every time for the duration of this casting. The [I]Storm Shield[/I] can only protect you from one side at a time, so if you are attacked from opposite sides at the same moment, the [I]Storm Shield[/I] only moves to intercept attacks from one side at a time; either your front, your rear, your left, your right, above you, or below you, and it protects that hemisphere effectively. You decide at the time of the simultaneous attacks, before they are rolled. The [I]Storm Shield[/I] will not provide any of its effects against attacks from the opposite hemisphere. However, it moves quite swiftly, so it can intercept attacks from all directions over the course of a round, just not all at the same exact moment. [COLOR=Red][B]Strength of the Herd[/B][/COLOR] Necromancy [B][COLOR=Blue][I]Level:[/I][/COLOR][/B] Rgr 1 [B][COLOR=Blue][I]Components:[/I][/COLOR][/B] V, S, F [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]Area:[/I][/COLOR][/B] Emanation, 10 ft. radius, centered on you [B][COLOR=Blue][I]Duration:[/I][/COLOR][/B] 2 rounds, +1 round/level [B][COLOR=Blue][I]Saving Throw:[/I][/COLOR][/B] None [B][COLOR=Blue][I]Spell Resistance:[/I][/COLOR][/B] No The power of nature allows you to share strength with allies through this spell, or to share in the strength of your allies. Each time you cast [I]Strength of the Herd[/I], choose either to share your own strength or share in your allies' strength. While sharing your own strength, you take a -4 enhancement penalty to your Strength score and other allies within the spell's emanation receive a +2 enhancement bonus to their Strength scores, whenever they are at least partly inside the emanation. When you share in your allies' Strength, you instead gain a +4 enhancement bonus to your Strength score and allies who are at least partly within the emanation suffer a -2 enhancement penalty to their Strength scores. You also benefit from the Power Attack feat while sharing in the strength of at least four allies. The benefits and drawbacks of this spell apply only when there are at least two allies fully or partly inside the emanation. Only allies who are living creatures count for this purpose, and this spell has no effect if you are not a living creature. Allies must be willing in order for them to count towards this spell's effects. The focus required for this spell is the horn of a buffalo, antelope, carabou, bison, gazelle, ox, wildebeast, or triceratops. [COLOR=Red][B]Stupor[/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, 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]Target:[/I][/COLOR][/B] Single living creature of 10 hit dice or fewer [B][COLOR=Blue][I]Duration:[/I][/COLOR][/B] 2 rounds [B][COLOR=Blue][I]Saving Throw:[/I][/COLOR][/B] Will partial [B][COLOR=Blue][I]Spell Resistance:[/I][/COLOR][/B] Yes With this simple enchantment, you scramble an opponent's thoughts for a few moments and send them into a mind-fogged stupor. The target creature must succeed at a Will saving throw or else be stunned for 2 rounds, dropping any objects they hold and taking no actions. A stunned creature loses its Dexterity bonus to Armor Class, and other creatures gain a +2 bonus on attack rolls against the stunned creature. On a successful Will save, the target creature is instead dazed for just 1 round; a dazed creature cannot take any actions, but suffers none of the other drawbacks of stunning. The material component for this spell is a cracked glass and silver mirror, worth 5 gold pieces and weighing 1 pound. [COLOR=Red][B]Summoning Surge[/B][/COLOR] Conjuration [B][COLOR=Blue][I]Level:[/I][/COLOR][/B] Brd 1, Clr 1, Sor/Wiz 1, Wuj 1 [B][COLOR=Blue][I]Components:[/I][/COLOR][/B] V, S [B][COLOR=Blue][I]Casting Time:[/I][/COLOR][/B] 1 action [B][COLOR=Blue][I]Range:[/I][/COLOR][/B] Touch [B][COLOR=Blue][I]Target:[/I][/COLOR][/B] Single creature [B][COLOR=Blue][I]Duration:[/I][/COLOR][/B] 3 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 spell, you grant a boost to the summoning capabilities of one creature by touch. Any spells that the target creature casts from the Summoning subschool, and any spell-like abilities they activate that belong to the Summoning subschool, receive the following benefits if completed within the [I]Summoning Surge's[/I] duration (even if the creature began the casting or activation before [I]Summoning Surge[/I] took effect). Any creatures summoned in this manner receives a +4 inherant bonus to their Strength, Dexterity, and Constitution scores for the duration of the summoning, or 3 rounds if the summoning has no duration or a duration of 1 hour or more. If the Summoning effect does not actually summon creatures, then it is treated as though cast at +3 effective caster levels. [COLOR=Red][B]Taurion’s Force Lance[/B][/COLOR] Evocation (Force) [B][COLOR=Blue][I]Level:[/I][/COLOR][/B] Sor/Wiz 4 [B][COLOR=Blue][I]Components:[/I][/COLOR][/B] V, S [B][COLOR=Blue][I]Casting Time:[/I][/COLOR][/B] 1 full round [B][COLOR=Blue][I]Range:[/I][/COLOR][/B] Personal [B][COLOR=Blue][I]Effect:[/I][/COLOR][/B] Floating lance composed of magical force [B][COLOR=Blue][I]Duration:[/I][/COLOR][/B] 1 minute/level [B][COLOR=Blue][I]Saving Throw:[/I][/COLOR][/B] No [B][COLOR=Blue][I]Spell Resistance:[/I][/COLOR][/B] Yes A 5-foot long, sharply-pointed pole of force appears beside you, floating around a foot off the ground and awaiting your command. The force lance remains hovering next to you at all times, staying in your fighting space but not getting in your way, and only leaves your side to strike opponents as designated below, returning immediately afterward. The force lance has the same statistics as a +2 magical heavy lance sized for a Medium character, except that it is made of force and thus has no weight or cost. The force lance is immune to damage, though any effect that could destroy a force effect of this spell's level will destroy the lance, such as a [I]Disintegrate[/I] spell. The force lance can also be dispelled, and an antimagic field suppresses it without interrupting the spell's duration. At the beginning of each of your turns, you may designate an opponent you can see or otherwise accurately pinpoint the location of (concealment, cover, and so on do not typically impede this, but full concealment or full cover will, although tower shields and similar barriers do not prevent the designation of a foe), and verbally (or telepathically, if able) command the force lance to attack that target, as a free action. If that opponent is within 10 feet of you at any point in your turn, the force lance will immediately move in and strike at that opponent, then return to your side; the lance can only strike this way once per turn. If this attack is made while you charge the same opponent, then the force lance deals double damage, just as an ordinary lance does in a mounted charge. In addition to this function, the force lance may attempt a single attack of opportunity each round. The force lance threatens the area within 10 feet of you for that purpose. Also, if an opponent charges at you and the force lance hasn't already made its attack of opportunity this round, then it will make one against the charging opponent, as though it were set against a charge like a spear, dealing double damage as a result. The force lance’s capabilities cannot be altered by other spells, feats, or effects that you or others use (such as the Spirited Charge feat or a bard’s Inspire Courage), though its duration, spell level, damage, and so on may be altered as normal for a spell effect (such as by metamagic feats). The force lance’s damage and attack bonuses are not affected by your ability scores, and it has its own effective Strength score of 10. The force lance has its own attack bonus of +10 (counting its enhancement), instead of using your own base attack bonus or attack modifiers (though it gets normal attack modifiers for circumstances, such as flanking or striking prone enemies). Damage Reduction and other defenses, such as a swashbuckler bard’s Defensive Parry class feature, treat the force lance as a weapon, not a spell effect. As a magical force effect, the force lance can strike incorporeal and ethereal enemies, but only if you are able to designate them as targets for it at the time (as described above). Also, the force lance ignores the normal 50% chance of not damaging an incorporeal creature. Check against Spell Resistance for each creature the force lance strikes, but only if it is the first time that particular [I]Taurion’s Force Lance[/I] spell has stricken them. If you fail to beat their Spell Resistance, this individual casting of the spell does no harm to that foe. [COLOR=Red][B]Taurion's Rapid Riposte[/B][/COLOR] Evocation (Force) [B][COLOR=Blue][I]Level:[/I][/COLOR][/B] Sor/Wiz 3 [B][COLOR=Blue][I]Components:[/I][/COLOR][/B] V, S, M [B][COLOR=Blue][I]Casting Time:[/I][/COLOR][/B] 1 full round [B][COLOR=Blue][I]Range:[/I][/COLOR][/B] Personal [B][COLOR=Blue][I]Target:[/I][/COLOR][/B] You [B][COLOR=Blue][I]Duration:[/I][/COLOR][/B] 3 rounds/level [B][COLOR=Blue][I]Saving Throw:[/I][/COLOR][/B] No [B][COLOR=Blue][I]Spell Resistance:[/I][/COLOR][/B] None A small, circular plane of force about 4-feet wide appears and floats next to you, keeping out of your way but moving to intercept weapon attacks, unarmed strikes, natural weapon attacks, melee touch attacks, ranged touch attacks, and magical or psionic projections (refer to the Weapon Focus feat's description) used against you. The disk makes such attacks against you suffer a 20% miss chance (feats like Sharp-Shooting or Precise Shot will not help against this). If such an attack misses as a result of the disk, the disk blocks and deflects the attack, then follows through by spinning around and striking at the attacker, immediately after the missed attack against you. You make an attack roll with the disk, but instead of using your own attack modifiers, the disk strikes as per a +1 magical weapon and has its own attack bonus of +10 (counting its enhancement). The disk has a threat range of 20 and a critical multiplier of x2, deals 1d6+1 slashing damage (counting the enhancement), and has a range of 30 feet; if the attacker is more than 30 feet away, the disk will not retaliate against them. As a force effect, the disk ignores the normal 50% chance of not damaging an incorporeal creature, and it can harm ethereal attackers as well. You cannot use any feats, spells, or other abilities to increase the damage, attack bonus, threat range, or critical multiplier of the disk, and its attack and damage modifiers are not affected by your ability scores. The disk immediately returns to your side after retaliating. Attacks by weapons, natural weapons, projectiles, or unarmed strikes of Gargantuan size or larger bypass the disk and do not trigger retaliation from it, nor do those of Diminutive size or smaller. The disk is immune to damage, but can be dispelled, and an antimagic field suppresses the spell as normal (without interrupting its duration). Any effect that could destroy a force effect of this spell's level will destroy the disk, such as Disintegrate. The material component for this spell is a tiny, rune-etched platinum disk worth 50 gold pieces. [COLOR=Red][B]Tempest Strike[/B][/COLOR] Evocation (Chaotic) (Electricity) (Sonic) [B][COLOR=Blue][I]Level:[/I][/COLOR][/B] Rgr 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]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 half, Will partial (see text) [B][COLOR=Blue][I]Spell Resistance:[/I][/COLOR][/B] Yes Calling upon the ferocity of a storm, you lash out with a chaotic spray of miniature lightning and thunderous echoes of your voice. This spell cannot be cast without its verbal and somatic components, regardless of metamagic. [I]Tempest Strike[/I] deals 1d4 points of electricity damage per two caster levels within its area of effect, up to a maximum of 5d4. It also deals 1d6 points of sonic damage per three caster levels within the area of effect, up to a maximum of 3d6. Creatures, magic items, psionic items, and attended objects are allowed to attempt a Reflex saving throw for half damage. Flammable items will ignite if damaged by the electricity of this spell. Chaotic forces in the [I]Tempest Strike[/I] amplify the light and sound against lawful creatures in the area, blinding and deafening them for 1 round on a failed Will save. The caster of [I]Tempest Strike[/I] must also attempt a Will saving throw, and if it fails, the caster suffers half damage from this spell and is dazzled for 1 round (the caster suffers no damage from this spell, and no dazzling, if they succeed at the Will save). [COLOR=Red][B]Thunder Pillar[/B][/COLOR] Evocation (Sonic) [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 [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]Thunder Pillar[/I] spell creates a pillar of destructive soundwaves 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. The air ripples from these intense soundwaves. [I]Thunder Pillar[/I] deals 1d12 sonic damage per 3 caster levels to the target foe, with a maximum of 6d12. Also, half the damage rounded up is dealt to all other creatures within the area of effect. Creatures within the area, including the target, may attempt Reflex saves for half damage. Creatures in the area of effect who fail their Reflex save are also deafened for 3 rounds. The first 1d12 damage is also dealt to all objects in the area of effect and ignores one-third of their hardness, rounded up, but the objects may make Fortitude saves for half damage if they are magical or psionic. This spell creates an additional pillar of thunder at 10th-level, and another at 13th-, 16th-, and 19th-levels, for a total of five sonic 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 miniature brass tuning fork. [COLOR=Red][B]Wildfire Wreath[/B][/COLOR] Conjuration (Chaotic) (Creation) (Fire) [B][COLOR=Blue][I]Level:[/I][/COLOR][/B] Rgr 4 [B][COLOR=Blue][I]Components:[/I][/COLOR][/B] V, S, DF [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]Duration:[/I][/COLOR][/B] 5 rounds [B][COLOR=Blue][I]Saving Throw:[/I][/COLOR][/B] None or Reflex half (see text) [B][COLOR=Blue][I]Spell Resistance:[/I][/COLOR][/B] No or Yes (see text) [I]Wildfire Wreath[/I] surrounds the ranger in a swirling, circular wreath of fire, smoke, and embers, which harms enemies, lends power to the ranger's attacks, and allows him or her to unleash waves of fire. Each time an opponent hits the caster in melee without a reach weapon (natural weapons with reach do not count as reach weapons for this purpose), that opponent suffers 1d6 points of fire damage in return. This fire damage is also dealt to any weapons or projectiles that hit the caster or that miss the caster but would have hit his or her touch AC. Likewise, every successful hit the ranger makes with melee attacks (excluding reach weapons or natural weapons with reach) deals this fire damage as well. All of the ranger's melee attacks made during this spell's effect (including those using reach weapons or natural weapons with reach, in this case) are treated as having a magical +2 enhancement bonus for purposes of overcoming Damage Reduction and for purposes of having a chance to injure incorporeal targets (with the usual 50% chance of failure in those cases, since this spell does not provide Ghost Touch). If the ranger's attacks already have an enhancement, treat it as being +2 higher for those purposes. This does not grant an actual enhancement bonus, so it does not affect attack or damage rolls. These attacks are also considered to be chaos-aligned, as though from the Chaotic magic weapon property, except that [I]Wildfire Wreath[/I] adds only +1d6 points of bonus chaotic damage to the attacks when they hit lawful creatures, not 2d6. Furthermore, this 1d6 chaotic energy damage is dealt to any lawful creatures that the [I]Wreath[/I] directly deals fire damage to (before any defenses are factored in against that damage, such as fire resistance or fire immunity). This spell has another function, however, to create waves of flaming power. The ranger may concentrate for this purpose as a standard action that provokes attacks of opportunity, and this action produces a cone-shaped burst of chaotic flames out to a range of 30 feet (metamagic effects and the like do not affect this, since it is not part of the spell's normal range) in the direction of the caster's choice. He or she may create a wave of flames in this manner as often as he or she likes throughout the spell's duration, by devoting a standard action to it each time. The wave of flames deals 6d6 fire damage to anything caught in its path, and while the wave is an instantaneous effect, it leaves behind a trail of burning embers in the affected area (and on affected victims who did not avoid all damage from it through Evasion, Improved Evasion, or abilities that duplicate these). The embers burn wildly for 1 round afterward before turning to inert ash, dealing an additional 1d6 fire damage on contact (within the area) or after that 1 round has passed (on stricken victims), which is cumulative for those who were stricken and then remain in the area for a full round (if they leave and return to the area in the same round, they avoid taking damage for merely being in the area). Anything that the embers damage (after defenses are factored in, like hardness, fire resistance, or fire immunity) will catch on fire if flammable or combustible. The initial blast of flames also ignites flammables and combustibles that it successfully damages. The wave deals 1d6 bonus chaotic damage to lawful creatures who do not fully avoid the damage through Evasion or a similar ability, and the embers deal 1d4 bonus chaotic damage to lawful creatures they cling to, regardless of fire resistance or fire immunity. However, anything caught within the flame wave is allowed a Reflex saving throw for half damage, and applies Spell Resistance against the flame wave if they have it. If their Spell Resistance successfully resists the spell, they take no damage from the flame wave and are not clung to by embers. However, Spell Resistance and Reflex saves do not protect against the fire damage and chaotic energy damage inflicted by contact with the [I]Wildfire Wreath[/I] through melee attacks. [I]Wildfire Wreath[/I] automatically ignites anything flammable or combustible in the caster's space while it is active, except for that which is on the ranger's person (objects and familiars staying on his or her person are unaffected, but grapplers or other creatures are affected). This sets them on fire as per the usual rules for a burning creature or object, and this burning is just a natural result of close contact with the heat and flames of the [I]Wreath[/I]; the fire caused in this manner is nonmagical. Every round that this spell is in effect (including the round in which it is cast), the [I]Wildfire Wreath[/I] has a 50% chance of harming the caster (roll this chance at the end of the ranger's turn), dealing him or her 1d6 points of fire damage and 1d6 points of divine energy damage (the fire damage can be prevented by fire resiistance or the like, but divine energy damage cannot be prevented, reduced, or redirected in any way). Any time the ranger unleashes a wave of flames with this spell, he or she automatically suffers 2d6 points of fire damage (which can be reduced as noted above) and 2d6 points of divine energy damage (which cannot be reduced, as noted above), which replaces the 50% chance of 1d6/1d6 damage to him or her on that round.[/sblock] [/QUOTE]
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