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<blockquote data-quote="Arkhandus" data-source="post: 3360168" data-attributes="member: 13966"><p><strong>Spells preview, last part</strong></p><p></p><p>Spells preview, last part</p><p></p><p>[sblock]<span style="color: Red"><strong>Ray of Acid</strong></span></p><p>Conjuration (Creation) (Acid)</p><p><strong><span style="color: Blue"><em>Level:</em></span></strong> Sor/Wiz 0, Wuj 0</p><p><strong><span style="color: Blue"><em>Components:</em></span></strong> V, S, M</p><p><strong><span style="color: Blue"><em>Casting Time:</em></span></strong> 1 action</p><p><strong><span style="color: Blue"><em>Range:</em></span></strong> Medium (100 ft. + 10 ft./level)</p><p><strong><span style="color: Blue"><em>Effect:</em></span></strong> Ray</p><p><strong><span style="color: Blue"><em>Duration:</em></span></strong> Instantaneous</p><p><strong><span style="color: Blue"><em>Saving Throw:</em></span></strong> Fortitude half (Object)</p><p><strong><span style="color: Blue"><em>Spell Resistance:</em></span></strong> Yes</p><p>A roiling gob of sickly yellow acid leaps forth from your fingers, to smite a single target creature or object within range. As a ray spell, you must succeed at a ranged touch attack against the target in order to successfully affect them. <em>Ray of Acid</em> deals 1d4+2 acid damage, but the target is allowed a Fortitude save for half damage. Keep in mind that unattended, nonmagical, nonpsionic, inanimate objects never get saving throws. The material component for this spell is a reasonably-fresh and fairly-rare citrus fruit, which would typically be worth 1 gold.</p><p></p><p></p><p><span style="color: Red"><strong>Ray of Dissonance</strong></span></p><p>Evocation (Sonic)</p><p><strong><span style="color: Blue"><em>Level:</em></span></strong> Sor/Wiz 0, Wuj 0</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 action</p><p><strong><span style="color: Blue"><em>Range:</em></span></strong> Close (25 ft. + 5 ft./2 levels)</p><p><strong><span style="color: Blue"><em>Effect:</em></span></strong> Ray</p><p><strong><span style="color: Blue"><em>Duration:</em></span></strong> Instantaneous</p><p><strong><span style="color: Blue"><em>Saving Throw:</em></span></strong> Fortitude negates (Object)</p><p><strong><span style="color: Blue"><em>Spell Resistance:</em></span></strong> Yes</p><p>A pulse of disruptive sonic vibration blasts outward from your hand, striking at a single target creature or object within range. As a ray spell, you must succeed at a ranged touch attack against the target in order to successfully affect them. <em>Ray of Dissonance</em> deals 1d4+3 sonic damage. The target is allowed to attempt a Fortitude save to negate the ray's effect. Keep in mind that unattended, nonmagical, nonpsionic, inanimate objects never get saving throws. The focus component is a miniature glass fork.</p><p></p><p></p><p><span style="color: Red"><strong>Ray of Flame</strong></span></p><p>Conjuration (Creation) (Fire)</p><p><strong><span style="color: Blue"><em>Level:</em></span></strong> Shu 0 (Fire), Sor/Wiz 0, Wuj 0 (Fire)</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>Effect:</em></span></strong> Ray</p><p><strong><span style="color: Blue"><em>Duration:</em></span></strong> Instantaneous</p><p><strong><span style="color: Blue"><em>Saving Throw:</em></span></strong> None</p><p><strong><span style="color: Blue"><em>Spell Resistance:</em></span></strong> Yes</p><p>A spiraling beam of fire launches from your finger to burn a single target creature or object within range. As a ray spell, you must succeed at a ranged touch attack against the target in order to successfully affect them. <em>Ray of Flame</em> deals 1d4 fire damage, and flammable or combustable objects will ignite if stricken by it.</p><p></p><p></p><p><span style="color: Red"><strong>Ray of Sparks</strong></span></p><p>Evocation (Electricity)</p><p><strong><span style="color: Blue"><em>Level:</em></span></strong> Sor/Wiz 0, Wuj 0</p><p><strong><span style="color: Blue"><em>Components:</em></span></strong> V, S</p><p><strong><span style="color: Blue"><em>Casting Time:</em></span></strong> 1 action</p><p><strong><span style="color: Blue"><em>Range:</em></span></strong> Close (25 ft. + 5 ft./2 levels)</p><p><strong><span style="color: Blue"><em>Effect:</em></span></strong> Ray</p><p><strong><span style="color: Blue"><em>Duration:</em></span></strong> Instantaneous</p><p><strong><span style="color: Blue"><em>Saving Throw:</em></span></strong> Fortitude partial (Object)</p><p><strong><span style="color: Blue"><em>Spell Resistance:</em></span></strong> Yes</p><p>A crackling bolt of static electricity jags forth from your hand to zap a single target creature or object within range. As a ray spell, you must succeed at a ranged touch attack against the target in order to successfully affect them. <em>Ray of Sparks</em> deals 1d4 electricity damage, and if the target is a living creature that is not blind, they are dazzled for 2 rounds. A successful Fortitude save reduces the total damage to 1 point and prevents the dazzled status. Dazzled creatures suffer a -1 circumstance penalty on attack rolls.</p><p></p><p></p><p><span style="color: Red"><strong>Repellent Aura</strong></span></p><p>Abjuration</p><p><strong><span style="color: Blue"><em>Level:</em></span></strong> Brd 2, Sor/Wiz 2, Wuj 2</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 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 creature</p><p><strong><span style="color: Blue"><em>Duration:</em></span></strong> 1 hour/level (D)</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>When cast, this spell causes the target to glow with a faint yellow aura, which sheds light as per a candle. It grants the recipient a +1d4 deflection bonus to AC. The focus for this spell is a small steel mirror, worth 10 gold.</p><p></p><p></p><p><span style="color: Red"><strong>Shock Bolt</strong></span></p><p>Evocation (Electricity)</p><p><strong><span style="color: Blue"><em>Level:</em></span></strong> Sor/Wiz 2, Wuj 2</p><p><strong><span style="color: Blue"><em>Components:</em></span></strong> V, S, M</p><p><strong><span style="color: Blue"><em>Casting Time:</em></span></strong> 1 action</p><p><strong><span style="color: Blue"><em>Range:</em></span></strong> Long (400 ft. + 40 ft./level)</p><p><strong><span style="color: Blue"><em>Effect:</em></span></strong> Ray</p><p><strong><span style="color: Blue"><em>Duration:</em></span></strong> Instantaneous</p><p><strong><span style="color: Blue"><em>Saving Throw:</em></span></strong> None</p><p><strong><span style="color: Blue"><em>Spell Resistance:</em></span></strong> Yes</p><p><em>Shock Bolt</em> projects a miniature lightning bolt at a single target creature or object within range, electrocuting them briefly. As a ray spell, you must succeed at a ranged touch attack against the target in order to successfully affect them. <em>Shock Bolt</em> deals 1d12 electricity damage to the target, and also 1d8 electricity splash damage to all other creatures and objects within a 10-foot-diameter area centered upon the target. The damage increases by +1 per caster level, to a maximum of +20, but this bonus damage is halved against everything besides the target. If you miss with the ranged touch attack, no splash damage is dealt, and the bolt dissipates harmlessly. The material component for this spell is a thin rod of iron, about three inches long, and bent three times to appear somewhat like a lightning bolt, which is worth 1 silver.</p><p></p><p></p><p><span style="color: Red"><strong>Shocking Aura</strong></span></p><p>Evocation (Electricity) (Light)</p><p><strong><span style="color: Blue"><em>Level:</em></span></strong> Sor/Wiz 2, Wuj 2</p><p><strong><span style="color: Blue"><em>Components:</em></span></strong> V, M</p><p><strong><span style="color: Blue"><em>Casting Time:</em></span></strong> 1 action</p><p><strong><span style="color: Blue"><em>Range:</em></span></strong> 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> Flickering aura of electricity around you</p><p><strong><span style="color: Blue"><em>Duration:</em></span></strong> 2 rounds/level (D)</p><p><strong><span style="color: Blue"><em>Saving Throw:</em></span></strong> None</p><p><strong><span style="color: Blue"><em>Spell Resistance:</em></span></strong> No, or Yes (see text)</p><p>An aura of flickering, erratic, magical electricity surrounds you for the duration of this spell. This aura sheds light equivalent to a torch. You are unharmed and unhindered by the aura, and neither are any creatures or intelligent items who share an empathic link with you. The <em>Shocking Aura</em> has no effect at all on inanimate objects. The aura deals 1d4 electricity damage to any creature who strikes you in melee, even with melee touch attacks or reach weapons. Your own melee attacks, including melee touch attacks, deal 1d4 electricity damage to any creature stricken, in addition to the attacks' own damage or effect, if any (this electricity damage applies even if your attack does not otherwise deal damage).</p><p></p><p>Any creature striking you in melee, and any creature you strike in melee, applies his or her Spell Resistance, if any, against this spell. If your caster level check succeeds, that creature does not get to apply Spell Resistance against this particular casting of <em>Shocking Aura</em>, until the duration ends, but if your check fails, then the <em>Shocking Aura</em> has no effect against that creature for the duration of this particular casting. The material component is a small, cube-shaped piece of cobalt, etched with a rune for 'lightning' on each face, generally worth 5 gold.</p><p></p><p></p><p><span style="color: Red"><strong>Static Orb</strong></span></p><p>Evocation (Electricity)</p><p><strong><span style="color: Blue"><em>Level:</em></span></strong> Dru 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 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>Target:</em></span></strong> One living creature</p><p><strong><span style="color: Blue"><em>Duration:</em></span></strong> Instantaneous</p><p><strong><span style="color: Blue"><em>Saving Throw:</em></span></strong> Fortitude partial</p><p><strong><span style="color: Blue"><em>Spell Resistance:</em></span></strong> Yes</p><p>This spell launches a globe of static electricity at one living creature you designate, homing in on them and applying a shock across their body. <em>Static Orb</em> deals 1d6 electricity damage to the target, +1d6 electricity damage per 6 caster levels, to a maximum of 4d6 electricity damage by 18th-level. The target gets a Fortitude save for half damage. Regardless of the save, they are also dazzled for 2 rounds per <em>Static Orb</em> damage die, if they were not blind when stricken. A dazzled creature suffers -1 on attack rolls as a circumstance penalty, from their eyes being overstimulated by the bright electricity flashed before them. In addition, on a failed save the target is stunned for 1 round, plus 1 round per 2 <em>Static Orb</em> damage dice. A stunned creature cannot act and loses any Dexterity bonus to AC, while attackers receive a +2 bonus on attack rolls against a stunned creature. Also, a stunned creature drops anything they were holding.</p><p></p><p></p><p><span style="color: Red"><strong>Taurion's Arcane Reinforcement</strong></span></p><p>Transmutation</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</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> 10 minutes/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 great wizard Taurion was once not so very great, and this spell is one of many he crafted to keep him alive and well as his search for arcane lore continued. <em>Taurion's Arcane Reinforcement</em> grants the caster a +4 resistance bonus on Fortitude saves as well as 1d6 temporary hit points, +1 additional temporary hit point per 2 caster levels, to a maximum of 1d6+10 temporary hit points. These are not extra hit dice, only extra hit points. Temporary hit points are lost before regular hit points, and any temporary hit points from this spell which remain at the end of the duration will fade away.</p><p></p><p></p><p><span style="color: Red"><strong>Taurion's Fleeting Alacrity</strong></span></p><p>Transmutation</p><p><strong><span style="color: Blue"><em>Level:</em></span></strong> Brd 0, Sor/Wiz 0</p><p><strong><span style="color: Blue"><em>Components:</em></span></strong> V</p><p><strong><span style="color: Blue"><em>Casting Time:</em></span></strong> 1 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> 1 hour</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 legendary wizard Taurion designed this spell in his youth, to augment his defense by accelerating dodges in combat. With this spell, the caster gains a +1 haste bonus to AC. The haste bonus to AC is lost whenever the caster is denied a Dexterity bonus to AC. A <em>Slow</em> effect overrides <em>Taurion's Fleeting Alacrity</em> and dispels it, but this does not end the duration of any such <em>Slow</em> effect.</p><p></p><p></p><p><span style="color: Red"><strong>Thunder Bolt</strong></span></p><p>Evocation (Sonic)</p><p><strong><span style="color: Blue"><em>Level:</em></span></strong> Sor/Wiz 2, Wuj 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> Long (400 ft. + 40 ft./level)</p><p><strong><span style="color: Blue"><em>Effect:</em></span></strong> Ray</p><p><strong><span style="color: Blue"><em>Duration:</em></span></strong> Instantaneous</p><p><strong><span style="color: Blue"><em>Saving Throw:</em></span></strong> None</p><p><strong><span style="color: Blue"><em>Spell Resistance:</em></span></strong> Yes</p><p><em>Thunder Bolt</em> projects a thin blast of pounding vibrations at a single target creature or object within range, battering them with concentrated sonic energy that creates ripples in the air. As a ray spell, you must succeed at a ranged touch attack against the target in order to successfully affect them. <em>Thunder Bolt</em> deals 1d10 sonic damage to the target, and also 1d6 sonic splash damage to all other creatures and objects within a 10-foot-diameter area centered upon the target. The damage increases by +1 per caster level, to a maximum of +10, but this bonus damage is halved against everything besides the target. If you miss with the ranged touch attack, no splash damage is dealt, and the bolt dissipates harmlessly. The material component for this spell is a thin rod of glass, about two inches long, which is worth 1 silver.[/sblock]</p></blockquote><p></p>
[QUOTE="Arkhandus, post: 3360168, member: 13966"] [b]Spells preview, last part[/b] Spells preview, last part [sblock][COLOR=Red][B]Ray of Acid[/B][/COLOR] Conjuration (Creation) (Acid) [B][COLOR=Blue][I]Level:[/I][/COLOR][/B] Sor/Wiz 0, Wuj 0 [B][COLOR=Blue][I]Components:[/I][/COLOR][/B] V, S, M [B][COLOR=Blue][I]Casting Time:[/I][/COLOR][/B] 1 action [B][COLOR=Blue][I]Range:[/I][/COLOR][/B] Medium (100 ft. + 10 ft./level) [B][COLOR=Blue][I]Effect:[/I][/COLOR][/B] Ray [B][COLOR=Blue][I]Duration:[/I][/COLOR][/B] Instantaneous [B][COLOR=Blue][I]Saving Throw:[/I][/COLOR][/B] Fortitude half (Object) [B][COLOR=Blue][I]Spell Resistance:[/I][/COLOR][/B] Yes A roiling gob of sickly yellow acid leaps forth from your fingers, to smite a single target creature or object within range. As a ray spell, you must succeed at a ranged touch attack against the target in order to successfully affect them. [I]Ray of Acid[/I] deals 1d4+2 acid damage, but the target is allowed a Fortitude save for half damage. Keep in mind that unattended, nonmagical, nonpsionic, inanimate objects never get saving throws. The material component for this spell is a reasonably-fresh and fairly-rare citrus fruit, which would typically be worth 1 gold. [COLOR=Red][B]Ray of Dissonance[/B][/COLOR] Evocation (Sonic) [B][COLOR=Blue][I]Level:[/I][/COLOR][/B] Sor/Wiz 0, Wuj 0 [B][COLOR=Blue][I]Components:[/I][/COLOR][/B] V, S, F [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]Effect:[/I][/COLOR][/B] Ray [B][COLOR=Blue][I]Duration:[/I][/COLOR][/B] Instantaneous [B][COLOR=Blue][I]Saving Throw:[/I][/COLOR][/B] Fortitude negates (Object) [B][COLOR=Blue][I]Spell Resistance:[/I][/COLOR][/B] Yes A pulse of disruptive sonic vibration blasts outward from your hand, striking at a single target creature or object within range. As a ray spell, you must succeed at a ranged touch attack against the target in order to successfully affect them. [I]Ray of Dissonance[/I] deals 1d4+3 sonic damage. The target is allowed to attempt a Fortitude save to negate the ray's effect. Keep in mind that unattended, nonmagical, nonpsionic, inanimate objects never get saving throws. The focus component is a miniature glass fork. [COLOR=Red][B]Ray of Flame[/B][/COLOR] Conjuration (Creation) (Fire) [B][COLOR=Blue][I]Level:[/I][/COLOR][/B] Shu 0 (Fire), Sor/Wiz 0, Wuj 0 (Fire) [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]Effect:[/I][/COLOR][/B] Ray [B][COLOR=Blue][I]Duration:[/I][/COLOR][/B] Instantaneous [B][COLOR=Blue][I]Saving Throw:[/I][/COLOR][/B] None [B][COLOR=Blue][I]Spell Resistance:[/I][/COLOR][/B] Yes A spiraling beam of fire launches from your finger to burn a single target creature or object within range. As a ray spell, you must succeed at a ranged touch attack against the target in order to successfully affect them. [I]Ray of Flame[/I] deals 1d4 fire damage, and flammable or combustable objects will ignite if stricken by it. [COLOR=Red][B]Ray of Sparks[/B][/COLOR] Evocation (Electricity) [B][COLOR=Blue][I]Level:[/I][/COLOR][/B] Sor/Wiz 0, Wuj 0 [B][COLOR=Blue][I]Components:[/I][/COLOR][/B] V, S [B][COLOR=Blue][I]Casting Time:[/I][/COLOR][/B] 1 action [B][COLOR=Blue][I]Range:[/I][/COLOR][/B] Close (25 ft. + 5 ft./2 levels) [B][COLOR=Blue][I]Effect:[/I][/COLOR][/B] Ray [B][COLOR=Blue][I]Duration:[/I][/COLOR][/B] Instantaneous [B][COLOR=Blue][I]Saving Throw:[/I][/COLOR][/B] Fortitude partial (Object) [B][COLOR=Blue][I]Spell Resistance:[/I][/COLOR][/B] Yes A crackling bolt of static electricity jags forth from your hand to zap a single target creature or object within range. As a ray spell, you must succeed at a ranged touch attack against the target in order to successfully affect them. [I]Ray of Sparks[/I] deals 1d4 electricity damage, and if the target is a living creature that is not blind, they are dazzled for 2 rounds. A successful Fortitude save reduces the total damage to 1 point and prevents the dazzled status. Dazzled creatures suffer a -1 circumstance penalty on attack rolls. [COLOR=Red][B]Repellent Aura[/B][/COLOR] Abjuration [B][COLOR=Blue][I]Level:[/I][/COLOR][/B] Brd 2, Sor/Wiz 2, Wuj 2 [B][COLOR=Blue][I]Components:[/I][/COLOR][/B] V, S, F [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]Target:[/I][/COLOR][/B] Single creature [B][COLOR=Blue][I]Duration:[/I][/COLOR][/B] 1 hour/level (D) [B][COLOR=Blue][I]Saving Throw:[/I][/COLOR][/B] Will negates (harmless) [B][COLOR=Blue][I]Spell Resistance:[/I][/COLOR][/B] Yes (harmless) When cast, this spell causes the target to glow with a faint yellow aura, which sheds light as per a candle. It grants the recipient a +1d4 deflection bonus to AC. The focus for this spell is a small steel mirror, worth 10 gold. [COLOR=Red][B]Shock Bolt[/B][/COLOR] Evocation (Electricity) [B][COLOR=Blue][I]Level:[/I][/COLOR][/B] Sor/Wiz 2, Wuj 2 [B][COLOR=Blue][I]Components:[/I][/COLOR][/B] V, S, M [B][COLOR=Blue][I]Casting Time:[/I][/COLOR][/B] 1 action [B][COLOR=Blue][I]Range:[/I][/COLOR][/B] Long (400 ft. + 40 ft./level) [B][COLOR=Blue][I]Effect:[/I][/COLOR][/B] Ray [B][COLOR=Blue][I]Duration:[/I][/COLOR][/B] Instantaneous [B][COLOR=Blue][I]Saving Throw:[/I][/COLOR][/B] None [B][COLOR=Blue][I]Spell Resistance:[/I][/COLOR][/B] Yes [I]Shock Bolt[/I] projects a miniature lightning bolt at a single target creature or object within range, electrocuting them briefly. As a ray spell, you must succeed at a ranged touch attack against the target in order to successfully affect them. [I]Shock Bolt[/I] deals 1d12 electricity damage to the target, and also 1d8 electricity splash damage to all other creatures and objects within a 10-foot-diameter area centered upon the target. The damage increases by +1 per caster level, to a maximum of +20, but this bonus damage is halved against everything besides the target. If you miss with the ranged touch attack, no splash damage is dealt, and the bolt dissipates harmlessly. The material component for this spell is a thin rod of iron, about three inches long, and bent three times to appear somewhat like a lightning bolt, which is worth 1 silver. [COLOR=Red][B]Shocking Aura[/B][/COLOR] Evocation (Electricity) (Light) [B][COLOR=Blue][I]Level:[/I][/COLOR][/B] Sor/Wiz 2, Wuj 2 [B][COLOR=Blue][I]Components:[/I][/COLOR][/B] V, M [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] Flickering aura of electricity around you [B][COLOR=Blue][I]Duration:[/I][/COLOR][/B] 2 rounds/level (D) [B][COLOR=Blue][I]Saving Throw:[/I][/COLOR][/B] None [B][COLOR=Blue][I]Spell Resistance:[/I][/COLOR][/B] No, or Yes (see text) An aura of flickering, erratic, magical electricity surrounds you for the duration of this spell. This aura sheds light equivalent to a torch. You are unharmed and unhindered by the aura, and neither are any creatures or intelligent items who share an empathic link with you. The [I]Shocking Aura[/I] has no effect at all on inanimate objects. The aura deals 1d4 electricity damage to any creature who strikes you in melee, even with melee touch attacks or reach weapons. Your own melee attacks, including melee touch attacks, deal 1d4 electricity damage to any creature stricken, in addition to the attacks' own damage or effect, if any (this electricity damage applies even if your attack does not otherwise deal damage). Any creature striking you in melee, and any creature you strike in melee, applies his or her Spell Resistance, if any, against this spell. If your caster level check succeeds, that creature does not get to apply Spell Resistance against this particular casting of [I]Shocking Aura[/I], until the duration ends, but if your check fails, then the [I]Shocking Aura[/I] has no effect against that creature for the duration of this particular casting. The material component is a small, cube-shaped piece of cobalt, etched with a rune for 'lightning' on each face, generally worth 5 gold. [COLOR=Red][B]Static Orb[/B][/COLOR] Evocation (Electricity) [B][COLOR=Blue][I]Level:[/I][/COLOR][/B] Dru 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 full round [B][COLOR=Blue][I]Range:[/I][/COLOR][/B] Medium (100 ft. + 10 ft./level) [B][COLOR=Blue][I]Target:[/I][/COLOR][/B] One living creature [B][COLOR=Blue][I]Duration:[/I][/COLOR][/B] Instantaneous [B][COLOR=Blue][I]Saving Throw:[/I][/COLOR][/B] Fortitude partial [B][COLOR=Blue][I]Spell Resistance:[/I][/COLOR][/B] Yes This spell launches a globe of static electricity at one living creature you designate, homing in on them and applying a shock across their body. [I]Static Orb[/I] deals 1d6 electricity damage to the target, +1d6 electricity damage per 6 caster levels, to a maximum of 4d6 electricity damage by 18th-level. The target gets a Fortitude save for half damage. Regardless of the save, they are also dazzled for 2 rounds per [I]Static Orb[/I] damage die, if they were not blind when stricken. A dazzled creature suffers -1 on attack rolls as a circumstance penalty, from their eyes being overstimulated by the bright electricity flashed before them. In addition, on a failed save the target is stunned for 1 round, plus 1 round per 2 [I]Static Orb[/I] damage dice. A stunned creature cannot act and loses any Dexterity bonus to AC, while attackers receive a +2 bonus on attack rolls against a stunned creature. Also, a stunned creature drops anything they were holding. [COLOR=Red][B]Taurion's Arcane Reinforcement[/B][/COLOR] Transmutation [B][COLOR=Blue][I]Level:[/I][/COLOR][/B] Brd 2, Sor/Wiz 2 [B][COLOR=Blue][I]Components:[/I][/COLOR][/B] V [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] 10 minutes/level [B][COLOR=Blue][I]Saving Throw:[/I][/COLOR][/B] None [B][COLOR=Blue][I]Spell Resistance:[/I][/COLOR][/B] No The great wizard Taurion was once not so very great, and this spell is one of many he crafted to keep him alive and well as his search for arcane lore continued. [I]Taurion's Arcane Reinforcement[/I] grants the caster a +4 resistance bonus on Fortitude saves as well as 1d6 temporary hit points, +1 additional temporary hit point per 2 caster levels, to a maximum of 1d6+10 temporary hit points. These are not extra hit dice, only extra hit points. Temporary hit points are lost before regular hit points, and any temporary hit points from this spell which remain at the end of the duration will fade away. [COLOR=Red][B]Taurion's Fleeting Alacrity[/B][/COLOR] Transmutation [B][COLOR=Blue][I]Level:[/I][/COLOR][/B] Brd 0, Sor/Wiz 0 [B][COLOR=Blue][I]Components:[/I][/COLOR][/B] V [B][COLOR=Blue][I]Casting Time:[/I][/COLOR][/B] 1 action [B][COLOR=Blue][I]Range:[/I][/COLOR][/B] Personal [B][COLOR=Blue][I]Target:[/I][/COLOR][/B] You [B][COLOR=Blue][I]Duration:[/I][/COLOR][/B] 1 hour [B][COLOR=Blue][I]Saving Throw:[/I][/COLOR][/B] None [B][COLOR=Blue][I]Spell Resistance:[/I][/COLOR][/B] No The legendary wizard Taurion designed this spell in his youth, to augment his defense by accelerating dodges in combat. With this spell, the caster gains a +1 haste bonus to AC. The haste bonus to AC is lost whenever the caster is denied a Dexterity bonus to AC. A [I]Slow[/I] effect overrides [I]Taurion's Fleeting Alacrity[/I] and dispels it, but this does not end the duration of any such [I]Slow[/I] effect. [COLOR=Red][B]Thunder Bolt[/B][/COLOR] Evocation (Sonic) [B][COLOR=Blue][I]Level:[/I][/COLOR][/B] Sor/Wiz 2, Wuj 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] Long (400 ft. + 40 ft./level) [B][COLOR=Blue][I]Effect:[/I][/COLOR][/B] Ray [B][COLOR=Blue][I]Duration:[/I][/COLOR][/B] Instantaneous [B][COLOR=Blue][I]Saving Throw:[/I][/COLOR][/B] None [B][COLOR=Blue][I]Spell Resistance:[/I][/COLOR][/B] Yes [I]Thunder Bolt[/I] projects a thin blast of pounding vibrations at a single target creature or object within range, battering them with concentrated sonic energy that creates ripples in the air. As a ray spell, you must succeed at a ranged touch attack against the target in order to successfully affect them. [I]Thunder Bolt[/I] deals 1d10 sonic damage to the target, and also 1d6 sonic splash damage to all other creatures and objects within a 10-foot-diameter area centered upon the target. The damage increases by +1 per caster level, to a maximum of +10, but this bonus damage is halved against everything besides the target. If you miss with the ranged touch attack, no splash damage is dealt, and the bolt dissipates harmlessly. The material component for this spell is a thin rod of glass, about two inches long, which is worth 1 silver.[/sblock] [/QUOTE]
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