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SotS's War of the Burning Sky campaign
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<blockquote data-quote="StreamOfTheSky" data-source="post: 6224460" data-attributes="member: 35909"><p>[sblock]<strong>Duelist’s Etiquette</strong></p><p>Abjuration</p><p>Level: Clr 2, Sor/Wiz 2</p><p>Components: V, S, F</p><p>Casting Time: 3 rounds</p><p>Range: Touch</p><p>Area: 30-ft. radius</p><p>Duration: One hour</p><p>Saving Throw: None</p><p>Spell Resistance: No</p><p>When cast, the radius of the spell’s area is traced with a faintly glowing line of energy. The spell creates a subtle defensive barrier against magical attacks, causing all damage from spells and summoned creatures in the area of effect to become nonlethal. Whenever a creature enters the warded area, it must consciously choose to accept this restriction, or else the spell ends. If at any time a creature inside the area wishes to no longer abide by the restrictions of duelist’s etiquette, he can spend a full round action to concentrate and end the spell. When the spell ends, all creatures in the area of effect immediately are aware. This spell is primarily used to ensure that spell duels are not fatal, without forcing mages to hold back their strongest powers.</p><p>Focus: A pair of padded sticks.</p><p></p><p><strong>Gabal’s Superior Missile</strong></p><p>Divination/Evocation [Force]</p><p>Level: Sor/Wiz 2</p><p>Components: V, S</p><p>Casting Time: See text</p><p>Range: Close (25 ft. + 5 ft./2 levels)</p><p>Target: Up to five creatures, no two of which can</p><p>be more than 15 ft. apart</p><p>Duration: Instantaneous</p><p>Saving Throw: None</p><p>Spell Resistance: Yes</p><p>The archmage Gabal proudly states that this spell is superior to the old standby magic missile in urban settings. Though its range is shorter, it can be cast even without line of sight to its targets.</p><p>The spell creates two energy darts, plus an additional missile for every two caster levels beyond 3rd, to a maximum of five at 9th level. Each missile strikes its target unerringly, and does 1d4+1 damage. This spell has two modes. The first mode has a casting time of a standard action and is identical to magic missile except for its shorter range.</p><p>The second mode has a casting time of a full round action. You become aware of every visible creature within range of the spell, and can divide the targets among them, though all targets must be within 15 feet of each other. You can target creatures that have total cover or total concealment with respect to you, as long the target is not totally concealed and there is a clear route between you and the target. A clear route is one where line of effect can be traced from one square to the next along the route, but the beginning and end of the route do not need line of effect to each other. The total length of this route cannot exceed the spell’s range. For example, you could target a creature inside a room even if there was a wall between you, as long as a door or window was open. Likewise, you could target a creature hiding behind a fog cloud, as long as there was a clear route around the fog. However, you could not target a creature totally concealed within the fog cloud.</p><p></p><p><strong>Gabal’s Viral Flame</strong></p><p>Abjuration/Evocation [Fire]</p><p>Level: Sor/Wiz 6</p><p>Components: V, S</p><p>Casting Time: 1 standard action</p><p>Range: Long (400 ft. + 40 ft./level)</p><p>Area: 20-ft. radius spread</p><p>Duration: Instantaneous</p><p>Saving Throw: Reflex half</p><p>Spell Resistance: Yes</p><p>Hungry flames sear creatures in the area you target. Their fire deals 1d6 points of fire damage per level (maximum 15d6), but the flames feed on antimagic and energy wards, and actually become stronger in their presence.</p><p>In addition to its damage, Gabal’s viral flame functions similar to the area dispel option of greater dispel magic, except that it can only dispel effects that provide resistance or immunity to energy damage. For each effect that is dispelled, Gabal’s viral flame deals an additional 2d6 points of fire damage per level of the defensive spell to the creature or object that the ward was on.</p><p>If someone attempts to counterspell Gabal’s viral flame, your spell attempts to transform the counterspell into additional evocation magic. Make an opposed caster level check with the caster of the counterspell. If you succeed, the counterspell is itself countered, and Gabal’s viral flame deals an additional 2d6 points of fire damage per level of the counterspell to that spell’s caster. (For inquisitors, their rebuke magic ability counts as a spell of the highest level they can cast.)</p><p>For both these effects, your caster level check caps at 1d20+15.</p><p></p><p><strong>Like Lightning</strong></p><p>Evocation/Transmutation [Electricity]</p><p>Level: Sor/Wiz 5</p><p>Components: V, S</p><p>Casting Time: 1 standard action</p><p>Range: Personal</p><p>Target: You</p><p>Duration: Instantaneous</p><p>Saving Throw: See text</p><p>Spell Resistance: See text</p><p>You transform your body into lightning and fly a distance up to twice your land speed (perfect maneuverability). You do not provoke attacks of opportunity for this movement, and can travel through spaces occupied by creatures. Whenever you pass through a creature’s space, that creature must succeed a Reflex saving throw or take 1d6 points of electricity damage per two caster levels (maximum 10d6). Passing through a creature’s space more than once does not deal extra damage. Creatures with spell resistance have a chance to resist being affected by your lightning entirely. Once you have moved up to twice your base speed, you return to normal, and your turn ends.</p><p>If you have the Flyby Attack or Spring Attack feat, at one point during your movement you may briefly turn solid again so you can make a single melee attack. If you do this, your movement is limited to your land speed instead of twice your land speed. If you have already moved in your turn before casting this spell, that movement counts against your limit for the spell.</p><p></p><p><strong>Overmaster</strong></p><p>Abjuration</p><p>Level: Clr 5, Sor/Wiz 5</p><p>Components: V, S</p><p>Casting Time: 1 standard action</p><p>Range: Medium (100 ft. + 10 ft./level)</p><p>Target: One spellcaster</p><p>Duration: Instantaneous</p><p>Saving Throw: None</p><p>Spell Resistance: No</p><p>This spell functions like dispel magic, except that it can only counter spells as they are being cast. Make a dispel check, 1d20 + caster level (maximum of +20) against DC 11 + caster level of the spell you’re trying to counter. If you succeed, the spell is countered, and you can choose to cast the spell yourself as a free action. The spell functions as if cast by its original caster, except that it originates from you, you control it, and you make all choices regarding its effects and targeting.</p><p>This spell takes a standard action to cast; you must either ready an action to cast it in response to a spell, or must be able to counter spells reactively.</p><p>For example, a 9th level Sorcerer casts a fireball, but a 17th level cleric uses overmaster to counter it. He may then immediately cast fireball, though its caster level will only be 9.</p><p></p><p><strong>Rack and Ruin</strong></p><p>Evocation [Fire, Force]</p><p>Level: Sor/Wiz 6</p><p>Components: V, S</p><p>Casting Time: 1 standard action</p><p>Range: Medium (100 ft. + 10 ft./level)</p><p>Target: One creature</p><p>Duration: 3 rounds; see text</p><p>Saving Throw: Fortitude partial</p><p>Spell Resistance: Yes</p><p>You throw out your hand at your foe.</p><p>Telekinetic force slams the target, dealing 5d6 force damage and tripping him. The creature may make a Fortitude save to avoid being tripped.</p><p>Then if the creature is adjacent to any surface as large as his space (such as if he was tripped and fell), the force holds him there. Fires crackle along the surface in the shape of Infernal sigils, and at the start of the creature’s turn, the flames sear the creature for 5d6 fire damage. The creature is immobilized for three rounds or until it spends a move action to make a Strength or Escape Artist check (DC 20), or otherwise escapes (such as by teleportation). If the creature moves out of the space it was pinned to, the spell ends.</p><p></p><p><strong>Storm Shield</strong></p><p>Abjuration/Evocation [Air, Electricity, Force]</p><p>Level: Drd 5, Sor/Wiz 4</p><p>Components: V, S</p><p>Casting Time: 1 standard action</p><p>Range: Personal</p><p>Target: You</p><p>Duration: 1 min./level (D)</p><p>Saving Throw: See text</p><p>Spell Resistance: See text</p><p>You are protected by the fury of a thunderstorm.</p><p>This spell functions like shield, granting a +4 shield bonus to AC and protecting against magic missiles. Additionally, whenever you are struck in melee combat, thunder, lightning, and wind blasts your attacker. If that creature fails a Reflex save, it takes 1d6 points of electricity damage and is knocked back 5 feet. Spell resistance applies to this effect.</p><p></p><p><strong>Telekinetic Thrust</strong></p><p>Transmutation</p><p>Level: Sor/Wiz 4</p><p>Components: V, S</p><p>Casting Time: 1 standard action</p><p>Range: Medium (100 ft. + 10 ft./level)</p><p>Target: One or more objects or creatures with a total weight of 50 lbs./level or less</p><p>Duration: Instantaneous</p><p>Saving Throw: Will negates (object)</p><p>Spell Resistance: Yes (object)</p><p>You can affect one or more objects or creatures by concentrating your mind upon them, sending them in a deadly hail at your foes — or simply by hurling your foe! You can hurl one object or creature per level (maximum fifteen separate targets), as long as all are within range and each is no more than 10 feet away from any other one. Each object or creature can be hurled a maximum distance of 10 feet per level.</p><p>You must succeed on ranged attack rolls (one per creature or object thrown) to hit a target of the hurled items with the items, applying your Intelligence modifier (or Charisma modifier if a sorcerer) to the attack roll instead of your Dexterity modifier. Hurled weapons deal their standard damage (your Strength bonus does not apply; arrows or bolts deal damage as daggers</p><p>of their size when used in this manner). Other objects deal damage ranging from 1 point per 25 pounds of weight (for less dangerous objects such as an empty barrel) to 1d6 points per 25 pounds of weight (for hard, dense objects such as a boulder).</p><p>Creatures are allowed Will saves (and spell resistance) to negate the effect, as are those whose held possessions are targeted by this power. If you use this power to hurl a creature against a solid surface, it takes damage as if it had fallen 10 feet (1d6 points). If you hurl one creature into another, both take the damage.[/sblock]</p><p></p><p>New Lesser Warlock Invocation: Personal Port</p><p>[sblock]Personal Port</p><p>Lesser Invocation [teleport], Verbal component, Standard Action, Medium Range (100 +10/CL ft), Instantaneous.</p><p>This functions as Dimension Door except as noted above, and you may only teleport yourself and up to a heavy load. You may not bring other creatures with you. After teleporting, your turn immediately ends, as with Dimension Door. Unlike all other invocations, it has no somatic components.</p><p>Spell level: 4th[/sblock]</p></blockquote><p></p>
[QUOTE="StreamOfTheSky, post: 6224460, member: 35909"] [sblock][b]Duelist’s Etiquette[/b] Abjuration Level: Clr 2, Sor/Wiz 2 Components: V, S, F Casting Time: 3 rounds Range: Touch Area: 30-ft. radius Duration: One hour Saving Throw: None Spell Resistance: No When cast, the radius of the spell’s area is traced with a faintly glowing line of energy. The spell creates a subtle defensive barrier against magical attacks, causing all damage from spells and summoned creatures in the area of effect to become nonlethal. Whenever a creature enters the warded area, it must consciously choose to accept this restriction, or else the spell ends. If at any time a creature inside the area wishes to no longer abide by the restrictions of duelist’s etiquette, he can spend a full round action to concentrate and end the spell. When the spell ends, all creatures in the area of effect immediately are aware. This spell is primarily used to ensure that spell duels are not fatal, without forcing mages to hold back their strongest powers. Focus: A pair of padded sticks. [b]Gabal’s Superior Missile[/b] Divination/Evocation [Force] Level: Sor/Wiz 2 Components: V, S Casting Time: See text Range: Close (25 ft. + 5 ft./2 levels) Target: Up to five creatures, no two of which can be more than 15 ft. apart Duration: Instantaneous Saving Throw: None Spell Resistance: Yes The archmage Gabal proudly states that this spell is superior to the old standby magic missile in urban settings. Though its range is shorter, it can be cast even without line of sight to its targets. The spell creates two energy darts, plus an additional missile for every two caster levels beyond 3rd, to a maximum of five at 9th level. Each missile strikes its target unerringly, and does 1d4+1 damage. This spell has two modes. The first mode has a casting time of a standard action and is identical to magic missile except for its shorter range. The second mode has a casting time of a full round action. You become aware of every visible creature within range of the spell, and can divide the targets among them, though all targets must be within 15 feet of each other. You can target creatures that have total cover or total concealment with respect to you, as long the target is not totally concealed and there is a clear route between you and the target. A clear route is one where line of effect can be traced from one square to the next along the route, but the beginning and end of the route do not need line of effect to each other. The total length of this route cannot exceed the spell’s range. For example, you could target a creature inside a room even if there was a wall between you, as long as a door or window was open. Likewise, you could target a creature hiding behind a fog cloud, as long as there was a clear route around the fog. However, you could not target a creature totally concealed within the fog cloud. [b]Gabal’s Viral Flame[/b] Abjuration/Evocation [Fire] Level: Sor/Wiz 6 Components: V, S Casting Time: 1 standard action Range: Long (400 ft. + 40 ft./level) Area: 20-ft. radius spread Duration: Instantaneous Saving Throw: Reflex half Spell Resistance: Yes Hungry flames sear creatures in the area you target. Their fire deals 1d6 points of fire damage per level (maximum 15d6), but the flames feed on antimagic and energy wards, and actually become stronger in their presence. In addition to its damage, Gabal’s viral flame functions similar to the area dispel option of greater dispel magic, except that it can only dispel effects that provide resistance or immunity to energy damage. For each effect that is dispelled, Gabal’s viral flame deals an additional 2d6 points of fire damage per level of the defensive spell to the creature or object that the ward was on. If someone attempts to counterspell Gabal’s viral flame, your spell attempts to transform the counterspell into additional evocation magic. Make an opposed caster level check with the caster of the counterspell. If you succeed, the counterspell is itself countered, and Gabal’s viral flame deals an additional 2d6 points of fire damage per level of the counterspell to that spell’s caster. (For inquisitors, their rebuke magic ability counts as a spell of the highest level they can cast.) For both these effects, your caster level check caps at 1d20+15. [b]Like Lightning[/b] Evocation/Transmutation [Electricity] Level: Sor/Wiz 5 Components: V, S Casting Time: 1 standard action Range: Personal Target: You Duration: Instantaneous Saving Throw: See text Spell Resistance: See text You transform your body into lightning and fly a distance up to twice your land speed (perfect maneuverability). You do not provoke attacks of opportunity for this movement, and can travel through spaces occupied by creatures. Whenever you pass through a creature’s space, that creature must succeed a Reflex saving throw or take 1d6 points of electricity damage per two caster levels (maximum 10d6). Passing through a creature’s space more than once does not deal extra damage. Creatures with spell resistance have a chance to resist being affected by your lightning entirely. Once you have moved up to twice your base speed, you return to normal, and your turn ends. If you have the Flyby Attack or Spring Attack feat, at one point during your movement you may briefly turn solid again so you can make a single melee attack. If you do this, your movement is limited to your land speed instead of twice your land speed. If you have already moved in your turn before casting this spell, that movement counts against your limit for the spell. [b]Overmaster[/b] Abjuration Level: Clr 5, Sor/Wiz 5 Components: V, S Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Target: One spellcaster Duration: Instantaneous Saving Throw: None Spell Resistance: No This spell functions like dispel magic, except that it can only counter spells as they are being cast. Make a dispel check, 1d20 + caster level (maximum of +20) against DC 11 + caster level of the spell you’re trying to counter. If you succeed, the spell is countered, and you can choose to cast the spell yourself as a free action. The spell functions as if cast by its original caster, except that it originates from you, you control it, and you make all choices regarding its effects and targeting. This spell takes a standard action to cast; you must either ready an action to cast it in response to a spell, or must be able to counter spells reactively. For example, a 9th level Sorcerer casts a fireball, but a 17th level cleric uses overmaster to counter it. He may then immediately cast fireball, though its caster level will only be 9. [b]Rack and Ruin[/b] Evocation [Fire, Force] Level: Sor/Wiz 6 Components: V, S Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Target: One creature Duration: 3 rounds; see text Saving Throw: Fortitude partial Spell Resistance: Yes You throw out your hand at your foe. Telekinetic force slams the target, dealing 5d6 force damage and tripping him. The creature may make a Fortitude save to avoid being tripped. Then if the creature is adjacent to any surface as large as his space (such as if he was tripped and fell), the force holds him there. Fires crackle along the surface in the shape of Infernal sigils, and at the start of the creature’s turn, the flames sear the creature for 5d6 fire damage. The creature is immobilized for three rounds or until it spends a move action to make a Strength or Escape Artist check (DC 20), or otherwise escapes (such as by teleportation). If the creature moves out of the space it was pinned to, the spell ends. [b]Storm Shield[/b] Abjuration/Evocation [Air, Electricity, Force] Level: Drd 5, Sor/Wiz 4 Components: V, S Casting Time: 1 standard action Range: Personal Target: You Duration: 1 min./level (D) Saving Throw: See text Spell Resistance: See text You are protected by the fury of a thunderstorm. This spell functions like shield, granting a +4 shield bonus to AC and protecting against magic missiles. Additionally, whenever you are struck in melee combat, thunder, lightning, and wind blasts your attacker. If that creature fails a Reflex save, it takes 1d6 points of electricity damage and is knocked back 5 feet. Spell resistance applies to this effect. [b]Telekinetic Thrust[/b] Transmutation Level: Sor/Wiz 4 Components: V, S Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Target: One or more objects or creatures with a total weight of 50 lbs./level or less Duration: Instantaneous Saving Throw: Will negates (object) Spell Resistance: Yes (object) You can affect one or more objects or creatures by concentrating your mind upon them, sending them in a deadly hail at your foes — or simply by hurling your foe! You can hurl one object or creature per level (maximum fifteen separate targets), as long as all are within range and each is no more than 10 feet away from any other one. Each object or creature can be hurled a maximum distance of 10 feet per level. You must succeed on ranged attack rolls (one per creature or object thrown) to hit a target of the hurled items with the items, applying your Intelligence modifier (or Charisma modifier if a sorcerer) to the attack roll instead of your Dexterity modifier. Hurled weapons deal their standard damage (your Strength bonus does not apply; arrows or bolts deal damage as daggers of their size when used in this manner). Other objects deal damage ranging from 1 point per 25 pounds of weight (for less dangerous objects such as an empty barrel) to 1d6 points per 25 pounds of weight (for hard, dense objects such as a boulder). Creatures are allowed Will saves (and spell resistance) to negate the effect, as are those whose held possessions are targeted by this power. If you use this power to hurl a creature against a solid surface, it takes damage as if it had fallen 10 feet (1d6 points). If you hurl one creature into another, both take the damage.[/sblock] New Lesser Warlock Invocation: Personal Port [sblock]Personal Port Lesser Invocation [teleport], Verbal component, Standard Action, Medium Range (100 +10/CL ft), Instantaneous. This functions as Dimension Door except as noted above, and you may only teleport yourself and up to a heavy load. You may not bring other creatures with you. After teleporting, your turn immediately ends, as with Dimension Door. Unlike all other invocations, it has no somatic components. Spell level: 4th[/sblock] [/QUOTE]
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