Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Next
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
Twitch
YouTube
Facebook (EN Publishing)
Facebook (EN World)
Twitter
Instagram
TikTok
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
The
VOIDRUNNER'S CODEX
is coming! Explore new worlds, fight oppressive empires, fend off fearsome aliens, and wield deadly psionics with this comprehensive boxed set expansion for 5E and A5E!
Community
Playing the Game
Play by Post
Living Worlds
Living EN World
Rules and Mechanics Copy
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Living Enworld Judge" data-source="post: 2922618" data-attributes="member: 13889"><p><strong>Spells - A to I</strong></p><p></p><p><span style="font-size: 15px">Armor Of Darkness</span></p><p><strong>Abjuration [Darkness]</strong></p><p><strong>Level:</strong> Darkness 4 </p><p><strong>Components: </strong>V, S, DF</p><p><strong>Casting Time:</strong> 1 action</p><p><strong>Range:</strong> Touch</p><p>Target: Creature touched</p><p><strong>Duration:</strong> 10 minutes/level</p><p><strong>Saving Throw:</strong> Will negates (harmless)</p><p><strong>Spell Resistance:</strong> Yes (harmless)</p><p>The spell envelops the warded creature in a shroud of shadows. The shroud can, if the caster desires, conceal the wearer’s features. In any case, it grants the recipient a +3 deflection bonus to Armor Class plus an additional +1 for every four caster levels (maximum bonus +8). The subject can see through the armor as if it did not exist and is also afforded darkvision with a range of 60 feet. Finally, the subject gains a +2 bonus on saving throws against any holy, good, or light spells or effects. Undead creatures that are subjects of armor of darkness also gain +4 turn resistance.</p><p>-Derived from OGC</p><p></p><p><span style="font-size: 15px">Ashnar's Mark <span style="color: Red">(Now a public spell)</span></span></p><p><strong>Abjuration</strong></p><p><strong>Level:</strong> Sor/Wiz 1</p><p><strong>Components:</strong> V, S</p><p><strong>Casting Time:</strong> 1 standard action</p><p><strong>Range:</strong> Touch</p><p><strong>Target:</strong> Creature touched</p><p><strong>Duration:</strong> Permanent (D) (see text)</p><p><strong>Saving Throw:</strong> Will negates (harmless)</p><p><strong>Spell Resistance:</strong> Yes (harmless)</p><p>The caster chooses one of his spells that is currently active, and makes the target immune to that particular casting. This immunity is like an unbeatable spell resistance (similar to spell immunity), and reduces any hit point damage by the spell to 0. The immunity neither extends to other spells cast by the caster (including other instances of the same spell), nor grants any protection against spells cast by other casters. The spell must have a duration other than instantaneous, must still be active when Ashnar’s mark is cast, and, at the time of casting, may be no farther than close range (25 ft. + 5 ft./2 levels) from the caster. A caster may have no more than 1 Ashnar’s mark per caster level in existance.</p><p>When the spell that a Ashnar’s mark protects against ends in any way, that Ashnar’s mark ends, too.</p><p>-Created by Knight Otu</p><p></p><p><span style="font-size: 15px">Ashnar's Pyromagical Enhancement, Lesser <span style="color: Red">(Private Spell, not researched yet)</span></span></p><p><strong>Transmutation [Fire]</strong></p><p><strong>Level:</strong> Sor/Wiz 2</p><p><strong>Components:</strong> V, S</p><p><strong>Casting Time:</strong> 1 standard action</p><p><strong>Range:</strong> Personal</p><p><strong>Target:</strong> You</p><p><strong>Duration:</strong> 1 round (cannot be extended)</p><p>All spells of level 3 or lower the caster casts while this spell is in effect are empowered by the destructive power of fire. This has a number of effects, depending on the nature of the spell being altered:</p><ul> <li data-xf-list-type="ul">If the spell has the fire descriptor and deals energy damage, it deals an additional amount of fire damage equal to the caster level, to a maximum of 10.C</li> <li data-xf-list-type="ul">If the spell deals energy damage without dealing fire damage, it instead deals fire damage, and gains the fire descriptor, but loses any other energy descriptor.</li> <li data-xf-list-type="ul">If the spell has the fire descriptor, but deals no damage, it is instead cast at the normal caster level +1. The caster may choose to forgoe this option and deal damage instead.</li> <li data-xf-list-type="ul">If none of the above conditions is met, the caster may have the spell deal 1d6 points of fire damage to its target.</li> </ul><p><em>Note:</em> The duration of Ashnar's Lesser Pyromagical Enhancement cannot be extended or otherwise made longer than 1 round.</p><p>-Created by Knight Otu</p><p></p><p><span style="font-size: 15px">Ashnar's Pyromagical Enhancement <span style="color: Red">(Private Spell, not researched yet)</span></span></p><p><strong>Transmutation [Fire]</strong></p><p><strong>Level:</strong> Sor/Wiz 4</p><p><strong>Duration:</strong> 2 rounds (cannot be extended)</p><p>This spell works exactly as Ashnar's Lesser Pyromagical Enhancement, except as noted above, and as follows.</p><p>The spell affects spells of up to level 5 with one of the following effects.</p><ul> <li data-xf-list-type="ul">If the spell has the fire descriptor and deals energy damage, it deals an additional amount of fire damage equal to the caster level, to a maximum of 15.</li> <li data-xf-list-type="ul">If the spell deals energy damage without dealing fire damage, it instead deals fire damage, and gains the fire descriptor, but loses any other energy descriptor.</li> <li data-xf-list-type="ul">If the spell has the fire descriptor, but deals no damage, it is instead cast at the normal caster level +2. The caster may choose to forgoe this option and deal damage instead.</li> <li data-xf-list-type="ul">If none of the above conditions is met, the caster may have the spell deal 3d6 points of fire damage to its target.</li> </ul><p><em>Note:</em> The duration of Ashnar's Pyromagical Enhancement cannot be extended or otherwise made longer than 2 rounds.</p><p>-Created by Knight Otu</p><p></p><p><span style="font-size: 15px">Ashnar's Pyromagical Enhancement, Greater <span style="color: Red">(Private Spell, not researched yet)</span></span></p><p><strong>Transmutation [Fire]</strong></p><p><strong>Level:</strong> Sor/Wiz 8</p><p><strong>Duration:</strong> 3 rounds (cannot be extended)</p><p>This spell works exactly as Ashnar's Lesser Pyromagical Enhancement, except as noted above, and as follows.</p><p>The spell affects spells of up to level 9 with one of the following effects.</p><ul> <li data-xf-list-type="ul">If the spell has the fire descriptor and deals energy damage, it deals an additional amount of fire damage equal to the caster level, to a maximum of 20.</li> <li data-xf-list-type="ul">If the spell deals energy damage without dealing fire damage, it instead deals fire damage, and gains the fire descriptor, but loses any other energy descriptor.</li> <li data-xf-list-type="ul">If the spell has the fire descriptor, but deals no damage, it is instead cast at the normal caster level +4. The caster may choose to forgoe this option and deal damage instead.</li> <li data-xf-list-type="ul">If none of the above conditions is met, the caster may have the spell deal 7d6 points of fire damage to its target.</li> </ul><p><em>Note:</em> The duration of Ashnar's Greater Pyromagical Enhancement cannot be extended or otherwise made longer than 3 rounds.</p><p>-Created by Knight Otu</p><p></p><p><span style="font-size: 15px">Ashnar's Sparkstrike <span style="color: Red">(Private Spell)</span></span></p><p><strong>Evocation [Fire]</strong></p><p><strong>Level:</strong> Sor/Wiz 1</p><p><strong>Components:</strong> V, S</p><p><strong>Casting Time:</strong> 1 standard action</p><p><strong>Range:</strong> Medium (100 ft. + 10 ft./level)</p><p><strong>Targets:</strong> One primary target, plus one secondary target/level (each of which must be within 30 ft. of the primary target)</p><p><strong>Duration:</strong> Instantaneous</p><p><strong>Saving Throw:</strong> Reflex half</p><p><strong>Spell Resistance:</strong> Yes</p><p>The caster creates a flitting spark of fire that jolts towards the primary target, then splits and arcs to other targets.</p><p>The spark deals 1d6 points of fire damage to the primary target. After it strikes, sparks can arc to a number of secondary targets equal to your caster level (maximum 5). The secondary sparks each strike one target and deal half as much damage as the primary one did (rounded down). Each target can attempt a Reflex saving throw for half damage. You choose secondary targets as you like, but they must all be within 30 feet of the primary target, and no target can be struck more than once. You can choose to affect fewer secondary targets than the maximum.</p><p>-Created by Knight Otu</p><p></p><p><span style="font-size: 15px">Blacklight</span></p><p><strong>Evocation [Darkness]</strong></p><p><strong>Level:</strong> Darkness 3, Sor/Wiz 3</p><p><strong>Components:</strong> V, S, M</p><p><strong>Casting Time:</strong> 1 action</p><p><strong>Range:</strong> Close (25 ft. + 5 ft./2 levels)</p><p><strong>Area:</strong> A 20-ft.-radius emanation centered on a creature, object, or point in space</p><p><strong>Duration:</strong> 1 round/level (D)</p><p><strong>Saving Throw:</strong> Will negates or none (object)</p><p><strong>Spell Resistance:</strong> Yes or no (object)</p><p>The caster creates an area of total darkness. The darkness is impenetrable to normal vision and darkvision, but the caster can see normally within the blacklit area. Creatures outside the spell’s area, even the caster, cannot see through it.</p><p>The spell can be cast on a point in space, but the effect is stationary cast on a mobile object. A character can cast the spell on a creature, and the effect then radiates from the creature and moves as it moves. Unattended objects and points in space do not get saving throws or benefit from spell resistance.</p><p>Blacklight counters or dispels any light spell of equal or lower level. The 3rd-level cleric spell daylight counters or dispels blacklight.</p><p>-Derived from OGC</p><p></p><p><span style="font-size: 15px">Blood Tell</span></p><p><strong>Necromancy [Language-Dependent]</strong></p><p><strong>Level:</strong> Blood 6</p><p><strong>Components:</strong> V, S, DF</p><p><strong>Casting Time:</strong> 10 minutes</p><p><strong>Range:</strong> Touch</p><p><strong>Target:</strong> The blood of one creature</p><p><strong>Duration:</strong> 1 min./level</p><p><strong>Saving Throw:</strong> Will negates; see text</p><p><strong>Spell Resistance:</strong> No</p><p>You grant the ability of speech to a puddle of blood from a single creature, allowing it to answer several questions that you put to it. You may ask one question per two caster levels. Unasked questions are wasted if the duration expires. The blood’s knowledge is limited to what the creature knew up to the moment of bloodshed, including the languages it spoke (if any). Answers are usually brief, cryptic, or repetitive. If the creature’s alignment was different from yours, the blood gets a Will save to resist the spell.</p><p>If the blood has been subject to Blood Tell spell within the past week, the new spell fails. You can cast this spell on blood that has been spilled for any amount of time, though there must be enough to create a puddle. Long-dried blood or small puddles may give partial answers or partially correct answers.</p><p>This spell does not let you actually speak to the creature. It instead draws on the imprinted knowledge stored in the blood. The wakened blood retains the imprint of the soul that once inhabited it, and thus it can speak with all the knowledge that the creature had when the blood was shed. Blood cannot learn new information.</p><p><em>Note:</em> The cleric's divine focus must touch the blood to be questioned.</p><p>-Created by Sparky</p><p></p><p><span style="font-size: 15px">Disturb Equilibrium</span></p><p><strong>Enchantment [Mind Affecting]</strong></p><p><strong>Level:</strong> Sor/Wiz 1</p><p><strong>Components:</strong> V, S</p><p><strong>Casting Time:</strong> 1 Standard Action</p><p><strong>Range:</strong> Close (25 ft. plus 5 ft./2 levels)</p><p><strong>Area:</strong> 5' Radius Burst</p><p><strong>Duration:</strong> One round/level</p><p><strong>Saving Throw:</strong> Will Negates</p><p><strong>Spell Resistance:</strong> Yes</p><p>The subject becomes dizzy, losing its dexterity bonus to AC and taking a -5 penalty on balance checks. Each round on its turn, as a move action, an effected creature may make a new saving throw to end the effect.</p><p>-Created by Patlin</p><p></p><p><span style="font-size: 15px">Genesis</span></p><p><strong>Conjuration (Creation)</strong></p><p><strong>Level:</strong> Creation 9</p><p><strong>Components:</strong> V, S , M, X P</p><p><strong>Casting Time:</strong> 1 week (8 hours/day)</p><p><strong>Range:</strong> 180 ft.</p><p><strong>Effect:</strong> A demiplane on the Ethereal Plane centered on your location</p><p><strong>Duration:</strong> Instantaneous</p><p><strong>Saving Throw:</strong> None</p><p><strong>Spell Resistance:</strong> No</p><p>This spell creates an immobile, finite plane with limited access - a demi-plane.</p><p>Demiplanes created by this power are very small, minor planes. A character can cast this spell only on the Ethereal Plane. When he or she casts it, a local density fluctuation precipitates the creation of a demiplane. At first, the demiplane grows at a rate of a 1-foot-radius per day to an initial maximum radius of 180 feet as the fledgling plane draws substance from surrounding ethereal vapors and protomatter or astral ectoplasm.</p><p>The character determines the environment in the demiplane when he or she first casts genesis, reflecting most any desire he or she can visualize. The caster determines factors such as atmosphere, water, temperature, and the shape of the general terrain. However, the spell cannot create life, nor can it create construction. If desired, these must be brought in by some other fashion.</p><p>Once the basic demiplane reaches its maximum size, the character can continue to cast this spell to enlarge the demiplane if he or she is inside the boundaries of the demiplane. In such a case, the radiusof the demiplane increases by 60 feet for each subsequent casting.</p><p>If the spell is cast again while outside an existing demi-plane, the casting creates a separate bubble that does not touch or overlap any previously created demiplane.</p><p><em>XP Cost:</em> 5,000 XP. </p><p>-Derived from OGC</p><p></p><p><span style="font-size: 15px">Hardening</span></p><p><strong>Transmutation</strong></p><p><strong>Level:</strong> Sor/Wiz 6, Artifice 7</p><p><strong>Components:</strong> V, S</p><p><strong>Casting Time:</strong> 1 action</p><p><strong>Range:</strong> Touch</p><p><strong>Target:</strong> One item of a volume no greater than 10 cu. ft./level (see text)</p><p><strong>Duration:</strong> Permanent</p><p><strong>Saving Throw:</strong> None</p><p><strong>Spell Resistance:</strong> Yes (object)</p><p>This spell increases the hardness of materials. For every two caster levels, increase by 1 the hardness of the material targeted by the spell. This hardness increase improves only the material’s resistance to damage. Nothing else is modified by the improvement.</p><p>The hardening spell does not in any way affect resistance to other forms of transformation.</p><p>This spell affects up to 10 cubic feet per level of the spellcaster.</p><p>If cast upon a metal or mineral, the volume is reduced to 1 cubic foot per level.</p></blockquote><p></p>
[QUOTE="Living Enworld Judge, post: 2922618, member: 13889"] [b]Spells - A to I[/b] [SIZE=4]Armor Of Darkness[/SIZE] [B]Abjuration [Darkness] Level:[/B] Darkness 4 [B]Components: [/B]V, S, DF [B]Casting Time:[/B] 1 action [B]Range:[/B] Touch Target: Creature touched [B]Duration:[/B] 10 minutes/level [B]Saving Throw:[/B] Will negates (harmless) [B]Spell Resistance:[/B] Yes (harmless) The spell envelops the warded creature in a shroud of shadows. The shroud can, if the caster desires, conceal the wearer’s features. In any case, it grants the recipient a +3 deflection bonus to Armor Class plus an additional +1 for every four caster levels (maximum bonus +8). The subject can see through the armor as if it did not exist and is also afforded darkvision with a range of 60 feet. Finally, the subject gains a +2 bonus on saving throws against any holy, good, or light spells or effects. Undead creatures that are subjects of armor of darkness also gain +4 turn resistance. -Derived from OGC [SIZE=4]Ashnar's Mark [COLOR=Red](Now a public spell)[/COLOR][/SIZE] [b]Abjuration Level:[/B] Sor/Wiz 1 [B]Components:[/B] V, S [B]Casting Time:[/B] 1 standard action [B]Range:[/B] Touch [B]Target:[/B] Creature touched [B]Duration:[/B] Permanent (D) (see text) [B]Saving Throw:[/B] Will negates (harmless) [B]Spell Resistance:[/B] Yes (harmless) The caster chooses one of his spells that is currently active, and makes the target immune to that particular casting. This immunity is like an unbeatable spell resistance (similar to spell immunity), and reduces any hit point damage by the spell to 0. The immunity neither extends to other spells cast by the caster (including other instances of the same spell), nor grants any protection against spells cast by other casters. The spell must have a duration other than instantaneous, must still be active when Ashnar’s mark is cast, and, at the time of casting, may be no farther than close range (25 ft. + 5 ft./2 levels) from the caster. A caster may have no more than 1 Ashnar’s mark per caster level in existance. When the spell that a Ashnar’s mark protects against ends in any way, that Ashnar’s mark ends, too. -Created by Knight Otu [SIZE=4]Ashnar's Pyromagical Enhancement, Lesser [COLOR=Red](Private Spell, not researched yet)[/COLOR][/SIZE] [B]Transmutation [Fire] Level:[/B] Sor/Wiz 2 [B]Components:[/B] V, S [B]Casting Time:[/B] 1 standard action [B]Range:[/B] Personal [B]Target:[/B] You [B]Duration:[/B] 1 round (cannot be extended) All spells of level 3 or lower the caster casts while this spell is in effect are empowered by the destructive power of fire. This has a number of effects, depending on the nature of the spell being altered: [list][*]If the spell has the fire descriptor and deals energy damage, it deals an additional amount of fire damage equal to the caster level, to a maximum of 10.C [*]If the spell deals energy damage without dealing fire damage, it instead deals fire damage, and gains the fire descriptor, but loses any other energy descriptor. [*]If the spell has the fire descriptor, but deals no damage, it is instead cast at the normal caster level +1. The caster may choose to forgoe this option and deal damage instead. [*]If none of the above conditions is met, the caster may have the spell deal 1d6 points of fire damage to its target.[/list] [I]Note:[/I] The duration of Ashnar's Lesser Pyromagical Enhancement cannot be extended or otherwise made longer than 1 round. -Created by Knight Otu [SIZE=4]Ashnar's Pyromagical Enhancement [COLOR=Red](Private Spell, not researched yet)[/COLOR][/SIZE] [B]Transmutation [Fire] Level:[/B] Sor/Wiz 4 [B]Duration:[/B] 2 rounds (cannot be extended) This spell works exactly as Ashnar's Lesser Pyromagical Enhancement, except as noted above, and as follows. The spell affects spells of up to level 5 with one of the following effects. [list][*]If the spell has the fire descriptor and deals energy damage, it deals an additional amount of fire damage equal to the caster level, to a maximum of 15. [*]If the spell deals energy damage without dealing fire damage, it instead deals fire damage, and gains the fire descriptor, but loses any other energy descriptor. [*]If the spell has the fire descriptor, but deals no damage, it is instead cast at the normal caster level +2. The caster may choose to forgoe this option and deal damage instead. [*]If none of the above conditions is met, the caster may have the spell deal 3d6 points of fire damage to its target.[/list] [I]Note:[/I] The duration of Ashnar's Pyromagical Enhancement cannot be extended or otherwise made longer than 2 rounds. -Created by Knight Otu [SIZE=4]Ashnar's Pyromagical Enhancement, Greater [COLOR=Red](Private Spell, not researched yet)[/COLOR][/SIZE] [B]Transmutation [Fire] Level:[/B] Sor/Wiz 8 [B]Duration:[/B] 3 rounds (cannot be extended) This spell works exactly as Ashnar's Lesser Pyromagical Enhancement, except as noted above, and as follows. The spell affects spells of up to level 9 with one of the following effects. [list][*]If the spell has the fire descriptor and deals energy damage, it deals an additional amount of fire damage equal to the caster level, to a maximum of 20. [*]If the spell deals energy damage without dealing fire damage, it instead deals fire damage, and gains the fire descriptor, but loses any other energy descriptor. [*]If the spell has the fire descriptor, but deals no damage, it is instead cast at the normal caster level +4. The caster may choose to forgoe this option and deal damage instead. [*]If none of the above conditions is met, the caster may have the spell deal 7d6 points of fire damage to its target.[/list] [I]Note:[/I] The duration of Ashnar's Greater Pyromagical Enhancement cannot be extended or otherwise made longer than 3 rounds. -Created by Knight Otu [SIZE=4]Ashnar's Sparkstrike [COLOR=Red](Private Spell)[/COLOR][/SIZE] [B]Evocation [Fire] Level:[/B] Sor/Wiz 1 [B]Components:[/B] V, S [B]Casting Time:[/B] 1 standard action [B]Range:[/B] Medium (100 ft. + 10 ft./level) [B]Targets:[/B] One primary target, plus one secondary target/level (each of which must be within 30 ft. of the primary target) [B]Duration:[/B] Instantaneous [B]Saving Throw:[/B] Reflex half [B]Spell Resistance:[/B] Yes The caster creates a flitting spark of fire that jolts towards the primary target, then splits and arcs to other targets. The spark deals 1d6 points of fire damage to the primary target. After it strikes, sparks can arc to a number of secondary targets equal to your caster level (maximum 5). The secondary sparks each strike one target and deal half as much damage as the primary one did (rounded down). Each target can attempt a Reflex saving throw for half damage. You choose secondary targets as you like, but they must all be within 30 feet of the primary target, and no target can be struck more than once. You can choose to affect fewer secondary targets than the maximum. -Created by Knight Otu [SIZE=4]Blacklight[/SIZE] [B]Evocation [Darkness] Level:[/B] Darkness 3, Sor/Wiz 3 [B]Components:[/B] V, S, M [B]Casting Time:[/B] 1 action [B]Range:[/B] Close (25 ft. + 5 ft./2 levels) [B]Area:[/B] A 20-ft.-radius emanation centered on a creature, object, or point in space [B]Duration:[/B] 1 round/level (D) [B]Saving Throw:[/B] Will negates or none (object) [B]Spell Resistance:[/B] Yes or no (object) The caster creates an area of total darkness. The darkness is impenetrable to normal vision and darkvision, but the caster can see normally within the blacklit area. Creatures outside the spell’s area, even the caster, cannot see through it. The spell can be cast on a point in space, but the effect is stationary cast on a mobile object. A character can cast the spell on a creature, and the effect then radiates from the creature and moves as it moves. Unattended objects and points in space do not get saving throws or benefit from spell resistance. Blacklight counters or dispels any light spell of equal or lower level. The 3rd-level cleric spell daylight counters or dispels blacklight. -Derived from OGC [SIZE=4]Blood Tell[/SIZE] [B]Necromancy [Language-Dependent] Level:[/B] Blood 6 [B]Components:[/B] V, S, DF [B]Casting Time:[/B] 10 minutes [B]Range:[/B] Touch [B]Target:[/B] The blood of one creature [B]Duration:[/B] 1 min./level [B]Saving Throw:[/B] Will negates; see text [B]Spell Resistance:[/B] No You grant the ability of speech to a puddle of blood from a single creature, allowing it to answer several questions that you put to it. You may ask one question per two caster levels. Unasked questions are wasted if the duration expires. The blood’s knowledge is limited to what the creature knew up to the moment of bloodshed, including the languages it spoke (if any). Answers are usually brief, cryptic, or repetitive. If the creature’s alignment was different from yours, the blood gets a Will save to resist the spell. If the blood has been subject to Blood Tell spell within the past week, the new spell fails. You can cast this spell on blood that has been spilled for any amount of time, though there must be enough to create a puddle. Long-dried blood or small puddles may give partial answers or partially correct answers. This spell does not let you actually speak to the creature. It instead draws on the imprinted knowledge stored in the blood. The wakened blood retains the imprint of the soul that once inhabited it, and thus it can speak with all the knowledge that the creature had when the blood was shed. Blood cannot learn new information. [I]Note:[/I] The cleric's divine focus must touch the blood to be questioned. -Created by Sparky [SIZE=4]Disturb Equilibrium[/SIZE] [B]Enchantment [Mind Affecting] Level:[/B] Sor/Wiz 1 [B]Components:[/B] V, S [B]Casting Time:[/B] 1 Standard Action [B]Range:[/B] Close (25 ft. plus 5 ft./2 levels) [B]Area:[/B] 5' Radius Burst [B]Duration:[/B] One round/level [B]Saving Throw:[/B] Will Negates [B]Spell Resistance:[/B] Yes The subject becomes dizzy, losing its dexterity bonus to AC and taking a -5 penalty on balance checks. Each round on its turn, as a move action, an effected creature may make a new saving throw to end the effect. -Created by Patlin [SIZE=4]Genesis[/SIZE] [B]Conjuration (Creation) Level:[/B] Creation 9 [B]Components:[/B] V, S , M, X P [B]Casting Time:[/B] 1 week (8 hours/day) [B]Range:[/B] 180 ft. [B]Effect:[/B] A demiplane on the Ethereal Plane centered on your location [B]Duration:[/B] Instantaneous [B]Saving Throw:[/B] None [B]Spell Resistance:[/B] No This spell creates an immobile, finite plane with limited access - a demi-plane. Demiplanes created by this power are very small, minor planes. A character can cast this spell only on the Ethereal Plane. When he or she casts it, a local density fluctuation precipitates the creation of a demiplane. At first, the demiplane grows at a rate of a 1-foot-radius per day to an initial maximum radius of 180 feet as the fledgling plane draws substance from surrounding ethereal vapors and protomatter or astral ectoplasm. The character determines the environment in the demiplane when he or she first casts genesis, reflecting most any desire he or she can visualize. The caster determines factors such as atmosphere, water, temperature, and the shape of the general terrain. However, the spell cannot create life, nor can it create construction. If desired, these must be brought in by some other fashion. Once the basic demiplane reaches its maximum size, the character can continue to cast this spell to enlarge the demiplane if he or she is inside the boundaries of the demiplane. In such a case, the radiusof the demiplane increases by 60 feet for each subsequent casting. If the spell is cast again while outside an existing demi-plane, the casting creates a separate bubble that does not touch or overlap any previously created demiplane. [I]XP Cost:[/I] 5,000 XP. -Derived from OGC [SIZE=4]Hardening[/SIZE] [B]Transmutation Level:[/B] Sor/Wiz 6, Artifice 7 [B]Components:[/B] V, S [B]Casting Time:[/B] 1 action [B]Range:[/B] Touch [B]Target:[/B] One item of a volume no greater than 10 cu. ft./level (see text) [B]Duration:[/B] Permanent [B]Saving Throw:[/B] None [B]Spell Resistance:[/B] Yes (object) This spell increases the hardness of materials. For every two caster levels, increase by 1 the hardness of the material targeted by the spell. This hardness increase improves only the material’s resistance to damage. Nothing else is modified by the improvement. The hardening spell does not in any way affect resistance to other forms of transformation. This spell affects up to 10 cubic feet per level of the spellcaster. If cast upon a metal or mineral, the volume is reduced to 1 cubic foot per level. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
Playing the Game
Play by Post
Living Worlds
Living EN World
Rules and Mechanics Copy
Top