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<blockquote data-quote="the Jester" data-source="post: 1087503" data-attributes="member: 1210"><p>While we're at it, let's put in the spells they got from Marius... </p><p></p><p>These are the now-revised versions for 3.5.</p><p></p><p><strong>MARIUS’ AGING ATTACK</strong></p><p>Transmutation</p><p>Level: Sor/Wiz 5</p><p>Components: V, S</p><p>Casting Time: 1 action</p><p>Range: Medium (100’ + 10’/level)</p><p>Effect: Ray</p><p>Duration: 1 minute/level</p><p>Saving Throw: Fortitude partial</p><p>Spell Resistance: Yes</p><p></p><p>Marius’ Aging Attack fires a grey ray from your fingertip. If it hits, the victim is infused with the power of the plane of time and is effectively aged to venerable age (PH, pg. 93), suffering all appropriate aging penalties. If the victim makes a Fortitude saving throw, they are only aged one category. If a creature that is venerable is subject to this spell, a failed saving throw kills it and a successful saving throw stuns the target for one round and inflicts 1d4 points of strength and dexterity damage to it.</p><p></p><p><strong>MARIUS’ DECONSTRUCTION</strong></p><p>Transmutation</p><p>Level: Sor/Wiz 7</p><p>Components: V, S</p><p>Casting Time: 1 action</p><p>Range: Medium (100’ + 10’/level)</p><p>Target: One construct</p><p>Duration: Instantaneous</p><p>Saving Throw: Fortitude negates</p><p>Spell Resistance: Yes</p><p></p><p>This spell will destroy a single construct or simulacrum in range so long as it does not have the Magic Immunity special quality. The construct receives a Fortitude save; if successful, it still suffers 3d6 + 1/level (maximum +20) hit points of damage.</p><p></p><p><strong>MARIUS’ DOUBLE ACTIONS</strong> </p><p>Transmutation (Time)</p><p>Level: Sor/Wiz 7</p><p>Components: V, S, M</p><p>Casting Time: 1 action</p><p>Range: Personal</p><p>Target: You</p><p>Duration: 1d4 rounds</p><p></p><p>This spell allows you to take two rounds worth of actions on your turn, including two standard actions and two move-equivalent actions. If you do not otherwise move during your turn you may make two five-foot-steps, but if you do the second one is subject to attacks of opportunity. This spell does not allow you to cast additional quickened spells in the round.</p><p></p><p>Material Component: A bit of sand from the plane of Time.</p><p></p><p><strong>MARIUS’ MOMENT</strong></p><p>Divination</p><p>Level: Sor/Wiz 3</p><p>Components: V, S</p><p>Casting Time: 1 action</p><p>Range: Touch</p><p>Target: One creature</p><p>Duration: 1 round</p><p>Saving Throw: Will negates (harmless)</p><p>Spell Resistance: Yes (harmless)</p><p> </p><p>The subject of this spell acts at just the right moment for one round, effectively taking 20 on any single d20 roll during the round.</p><p></p><p><strong>MARIUS’ SIDESTEP</strong></p><p>Conjuration (Teleportation)</p><p>Level: Sor/Wiz 8</p><p>Components: V</p><p>Casting Time: 1 action</p><p>Range: Personal (see text)</p><p>Target: You and touched objects weighing up to 50 lbs/level</p><p>Duration: 1 round/level</p><p></p><p>You can teleport quickly over short distances for the duration of the spell. The teleportation can be used 1/round as a move action, and once during the duration of the spell you may choose to use it instantly, even on another’s turn. If you wish to use it to avoid a blow or a spell, you must do so before the attack or effect is rolled. Using this function ends the spell prematurely. </p><p></p><p>When you teleport through<em> Marius’ sidestep,</em> you must be able to see the space into which you wish to teleport. Furthermore, you may only teleport to areas within Short range (25’ + 5’/2 levels).</p><p></p><p><strong>MARIUS’ STASIS SHIELD</strong></p><p>Abjuration</p><p>Level: Sor/Wiz 9</p><p>Components: V, S, M</p><p>Casting Time: 1 action</p><p>Range: Touch</p><p>Target: One creature or Large or smaller object</p><p>Duration: 1 round/level (plus see text)</p><p>Saving Throw: Will negates (see text)</p><p>Spell Resistance: Yes (see text)</p><p></p><p>The subject is protected by a shimmering silver globe of temporal energy. An unwilling subject receives a Will save (and spell resistance) to avoid being shielded. Any creature touching the shielded subject, including by attacking with a melee weapon, must make a Will save (spell resistance also applies) or be put into a state of temporal stasis that lasts for 1 minute/level. </p><p></p><p>Material Component: A bit of sand from the plane of time and a powder composed of diamond, emerald, ruby and sapphire dust with a total value of at least 5,000 gp.</p><p></p><p><strong>MARIUS’ STUNNING CONE</strong></p><p>Evocation (Time)</p><p>Level: Sor/Wiz 6</p><p>Components: V, S</p><p>Casting Time: 1 action</p><p>Range: Close (25’ + 5’/2 levels)</p><p>Area: Cone</p><p>Duration: Instantaneous</p><p>Saving Throw: Will negates</p><p>Spell Resistance: Yes</p><p></p><p>A cone of silvery force drawn from the plane of time shoots from your fingertip. All creatures, up to a total hit dice equal to twice your caster level starting with the closest possible targets first, caught in the cone must make Will saves or be stunned for 2d6 rounds. (A creature immune to stunning does not count against the hit dice limit of this spell.)</p></blockquote><p></p>
[QUOTE="the Jester, post: 1087503, member: 1210"] While we're at it, let's put in the spells they got from Marius... These are the now-revised versions for 3.5. [b]MARIUS’ AGING ATTACK[/b] Transmutation Level: Sor/Wiz 5 Components: V, S Casting Time: 1 action Range: Medium (100’ + 10’/level) Effect: Ray Duration: 1 minute/level Saving Throw: Fortitude partial Spell Resistance: Yes Marius’ Aging Attack fires a grey ray from your fingertip. If it hits, the victim is infused with the power of the plane of time and is effectively aged to venerable age (PH, pg. 93), suffering all appropriate aging penalties. If the victim makes a Fortitude saving throw, they are only aged one category. If a creature that is venerable is subject to this spell, a failed saving throw kills it and a successful saving throw stuns the target for one round and inflicts 1d4 points of strength and dexterity damage to it. [b]MARIUS’ DECONSTRUCTION[/b] Transmutation Level: Sor/Wiz 7 Components: V, S Casting Time: 1 action Range: Medium (100’ + 10’/level) Target: One construct Duration: Instantaneous Saving Throw: Fortitude negates Spell Resistance: Yes This spell will destroy a single construct or simulacrum in range so long as it does not have the Magic Immunity special quality. The construct receives a Fortitude save; if successful, it still suffers 3d6 + 1/level (maximum +20) hit points of damage. [b]MARIUS’ DOUBLE ACTIONS[/b] Transmutation (Time) Level: Sor/Wiz 7 Components: V, S, M Casting Time: 1 action Range: Personal Target: You Duration: 1d4 rounds This spell allows you to take two rounds worth of actions on your turn, including two standard actions and two move-equivalent actions. If you do not otherwise move during your turn you may make two five-foot-steps, but if you do the second one is subject to attacks of opportunity. This spell does not allow you to cast additional quickened spells in the round. Material Component: A bit of sand from the plane of Time. [b]MARIUS’ MOMENT[/b] Divination Level: Sor/Wiz 3 Components: V, S Casting Time: 1 action Range: Touch Target: One creature Duration: 1 round Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) The subject of this spell acts at just the right moment for one round, effectively taking 20 on any single d20 roll during the round. [b]MARIUS’ SIDESTEP[/b] Conjuration (Teleportation) Level: Sor/Wiz 8 Components: V Casting Time: 1 action Range: Personal (see text) Target: You and touched objects weighing up to 50 lbs/level Duration: 1 round/level You can teleport quickly over short distances for the duration of the spell. The teleportation can be used 1/round as a move action, and once during the duration of the spell you may choose to use it instantly, even on another’s turn. If you wish to use it to avoid a blow or a spell, you must do so before the attack or effect is rolled. Using this function ends the spell prematurely. When you teleport through[i] Marius’ sidestep,[/i] you must be able to see the space into which you wish to teleport. Furthermore, you may only teleport to areas within Short range (25’ + 5’/2 levels). [b]MARIUS’ STASIS SHIELD[/b] Abjuration Level: Sor/Wiz 9 Components: V, S, M Casting Time: 1 action Range: Touch Target: One creature or Large or smaller object Duration: 1 round/level (plus see text) Saving Throw: Will negates (see text) Spell Resistance: Yes (see text) The subject is protected by a shimmering silver globe of temporal energy. An unwilling subject receives a Will save (and spell resistance) to avoid being shielded. Any creature touching the shielded subject, including by attacking with a melee weapon, must make a Will save (spell resistance also applies) or be put into a state of temporal stasis that lasts for 1 minute/level. Material Component: A bit of sand from the plane of time and a powder composed of diamond, emerald, ruby and sapphire dust with a total value of at least 5,000 gp. [b]MARIUS’ STUNNING CONE[/b] Evocation (Time) Level: Sor/Wiz 6 Components: V, S Casting Time: 1 action Range: Close (25’ + 5’/2 levels) Area: Cone Duration: Instantaneous Saving Throw: Will negates Spell Resistance: Yes A cone of silvery force drawn from the plane of time shoots from your fingertip. All creatures, up to a total hit dice equal to twice your caster level starting with the closest possible targets first, caught in the cone must make Will saves or be stunned for 2d6 rounds. (A creature immune to stunning does not count against the hit dice limit of this spell.) [/QUOTE]
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