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[Dusk] Technik's Red Spells
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<blockquote data-quote="Michael Morris" data-source="post: 601778" data-attributes="member: 87"><p>These spells were originally posted by Technik and have went under some revision so far - they are reposted here with all changes to make reading their current forms easier... Further comments welcome...</p><p></p><p>These spell orginate in this thread...</p><p></p><p><a href="http://enworld.cyberstreet.com/showthread.php?s=&threadid=35976" target="_blank">http://enworld.cyberstreet.com/showthread.php?s=&threadid=35976</a></p><p></p><p>Summon Warlord</p><p>Conjuration (Summoning) </p><p><strong>Level:</strong> Red 7</p><p><strong>Components:</strong> V, S, M</p><p><strong>Casting Time:</strong> One Round</p><p><strong>Range:</strong> Close</p><p><strong>Duration:</strong> 1 round/level</p><p><strong>Saving Throw:</strong> None</p><p><strong>Spell Resistance:</strong> No</p><p></p><p>You summon a warlord, a barbarian with a number of levels equal to the number of combatants within 60' of you at the time you cast this spell to a maximum of 20th level. This barbarian has ability scores of STR 20, DEX 20, CON 20, INT 10, WIS 10, CHR 10 and shares your race. It's only equipment is a flaming burst greatsword +5. When it appears it immediately rages and attacks the foes you designate. If no foes are available it may attack you and your allies or simply return to its home plane (50% chance of either). </p><p><em>Material Component:</em> A lock of hair from a barbarian chieftain.</p><p></p><p></p><p><strong>Burrowing</strong></p><p>Transmutation [earth]</p><p><strong>Level:</strong> Red 4, Sor/Wiz 5</p><p><strong>Components:</strong> V, S</p><p><strong>Casting Time:</strong> One Action</p><p><strong>Range:</strong> Personal</p><p><strong>Duration:</strong> 10 min/level</p><p><strong>Saving Throw:<strong> None</strong></strong></p><p><strong><strong><strong>Spell Resistance:</strong> No.</strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong>You gain the ability to glide through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water. Your burrowing leaves behind no tunnel or hole, nor does it create any ripple or other visible signs of it's presense. Under the scrutiny of a <em>detect magic</em> spell the area you've passed through glows dimly of magic for 10 minutes after your passage. A <em>move earth</em> spell cast on an area which contains you will fling you back 30 feet and stun you for 1 round unless you succeed at a Fortitude save. If this spell ends or is dispelled while you are in earth you are shunted to the nearest open space and you take 1d6 points of damage for every 10' you move this way.</strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong><strong>Earthbind</strong></strong></strong></p><p><strong><strong>Evocation [Force]</strong></strong></p><p><strong><strong><strong>Level:</strong> Red 4, Sor/Wiz 6</strong></strong></p><p><strong><strong><strong>Components:</strong> V, S, M</strong></strong></p><p><strong><strong><strong>Casting Time:</strong> One Action</strong></strong></p><p><strong><strong><strong>Range:</strong> Long</strong></strong></p><p><strong><strong><strong>Target:</strong> One Creature</strong></strong></p><p><strong><strong><strong>Duration:</strong> 10 minutes / level (D)</strong></strong></p><p><strong><strong><strong>Saving Throw:</strong> None</strong></strong></p><p><strong><strong><strong>Spell Resistance:</strong> Yes</strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong>Tendril's of magical force reach out and pull the targetted creature to the ground with an effective strength of 30. The creature does not strike the ground hard enough to be harmed. While the creature is in contact with the ground the spell has no apparent effects. Any jump check made by the creature has a -20 circumstance penalty.</strong></strong></p><p><strong><strong>A few creatures may possess the strength to resist the force, but until they land all their actions are hampered as if they where grappled by an unseen foe.</strong></strong></p><p><strong><strong><em>Material Component:</em> A small stitched web.</strong></strong></p></blockquote><p></p>
[QUOTE="Michael Morris, post: 601778, member: 87"] These spells were originally posted by Technik and have went under some revision so far - they are reposted here with all changes to make reading their current forms easier... Further comments welcome... These spell orginate in this thread... [url]http://enworld.cyberstreet.com/showthread.php?s=&threadid=35976[/url] Summon Warlord Conjuration (Summoning) [b]Level:[/b] Red 7 [b]Components:[/b] V, S, M [b]Casting Time:[/b] One Round [b]Range:[/b] Close [b]Duration:[/b] 1 round/level [b]Saving Throw:[/b] None [b]Spell Resistance:[/b] No You summon a warlord, a barbarian with a number of levels equal to the number of combatants within 60' of you at the time you cast this spell to a maximum of 20th level. This barbarian has ability scores of STR 20, DEX 20, CON 20, INT 10, WIS 10, CHR 10 and shares your race. It's only equipment is a flaming burst greatsword +5. When it appears it immediately rages and attacks the foes you designate. If no foes are available it may attack you and your allies or simply return to its home plane (50% chance of either). [i]Material Component:[/i] A lock of hair from a barbarian chieftain. [b]Burrowing[/b] Transmutation [earth] [b]Level:[/b] Red 4, Sor/Wiz 5 [b]Components:[/b] V, S [b]Casting Time:[/b] One Action [b]Range:[/b] Personal [b]Duration:[/b] 10 min/level [b]Saving Throw:[b] None [b]Spell Resistance:[/b] No. You gain the ability to glide through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water. Your burrowing leaves behind no tunnel or hole, nor does it create any ripple or other visible signs of it's presense. Under the scrutiny of a [i]detect magic[/i] spell the area you've passed through glows dimly of magic for 10 minutes after your passage. A [i]move earth[/i] spell cast on an area which contains you will fling you back 30 feet and stun you for 1 round unless you succeed at a Fortitude save. If this spell ends or is dispelled while you are in earth you are shunted to the nearest open space and you take 1d6 points of damage for every 10' you move this way. [b]Earthbind[/b] Evocation [Force] [b]Level:[/b] Red 4, Sor/Wiz 6 [b]Components:[/b] V, S, M [b]Casting Time:[/b] One Action [b]Range:[/b] Long [b]Target:[/b] One Creature [b]Duration:[/b] 10 minutes / level (D) [b]Saving Throw:[/b] None [b]Spell Resistance:[/b] Yes Tendril's of magical force reach out and pull the targetted creature to the ground with an effective strength of 30. The creature does not strike the ground hard enough to be harmed. While the creature is in contact with the ground the spell has no apparent effects. Any jump check made by the creature has a -20 circumstance penalty. A few creatures may possess the strength to resist the force, but until they land all their actions are hampered as if they where grappled by an unseen foe. [i]Material Component:[/i] A small stitched web.[/b][/b] [/QUOTE]
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