law
First Post
Some of my spells here I know still need some work (thats why im posting them). I tryd to fit the campain world as much as I can (and already have changed one spell to fit more/work better).
Aura, Harming
Necromancy
Level: Clr 6
Components: V, S, DF
Casting Time: 1 standard action
Range: 20 ft.
Area: All undead allies and living creatures within a 20-ft. radius centered on the caster.
Duration: 1 round/level
Saving Throw: Will half
Spell Resistance: Yes
A black translucent aura forms around the caster so long as this spell is in effect. Harming Aura heals 2 points of damage per round to nearby undead allies.
This spell deals 2 points of damage per round to living creatures within the area.
Aura, Healing
Conjuration (Healing)
Level: Clr 6
Components: V, S, DF
Casting Time: 1 standard action
Range: 20 ft.
Area: All living allies and undead creatures within a 20-ft. radius centered on the caster.
Duration: 1 round/level
Saving Throw: Fortitude half (harmless)
Spell Resistance: Yes (harmless)
A golden translucent aura forms around the caster. Healing Aura cures 2 points of damage per round to nearby living allies.
Like all healing spells, Healing Aura damages undead in its area rather than cures them.
Aura, Repairing
Transmutation
Level: Sor/Wiz 6
Components: V, S, F
Casting Time: 1 standard action
Range: 20 ft.
Area: All construct allies within a 20-ft. radius centered on the caster.
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No
A copper translucent aura forms around the caster so long as this spell is in effect. Repairing Aura repairs a construct that has at least 1 HP remaining or living constructs with –9 or more HP remaining 2 points of damage per round to nearby construct allies.
Focus: A small hammer.
Purifying Light
Evocation [Light]
Level: Drd 6
Components: V, S, DF
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Area: 10-ft.-radius spread
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
This spell made by the gatekeepers to help fight the Daelkyr and the monsters that they have bred over time. You blast the area with a silver light. Creatures with the Aberration or Undead creature type take 1d6 points of damage per caster level (15d6 max).
Shock
Evocation [Electricity]
Level: Sor/Wiz 2
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: One or two creatures or objects, neither of which can be more then of 30 ft. apart.
Duration: Instantaneous
Saving Throw: No
Spell Resistance: Yes
One or two arcs of lightning arc at your opponent or opponents. You must succeed at a ranged touch attack to hit your target. If used as a one-target spell it deals 1d4 points of electricity damage per caster level (10d4 points of electricity damage max) to the target of the spell. If used as a two-target spell it deals 1d4 points of damage per caster level (5d4 points of electricity damage max) to each of the two targets.
Aura, Harming
Necromancy
Level: Clr 6
Components: V, S, DF
Casting Time: 1 standard action
Range: 20 ft.
Area: All undead allies and living creatures within a 20-ft. radius centered on the caster.
Duration: 1 round/level
Saving Throw: Will half
Spell Resistance: Yes
A black translucent aura forms around the caster so long as this spell is in effect. Harming Aura heals 2 points of damage per round to nearby undead allies.
This spell deals 2 points of damage per round to living creatures within the area.
Aura, Healing
Conjuration (Healing)
Level: Clr 6
Components: V, S, DF
Casting Time: 1 standard action
Range: 20 ft.
Area: All living allies and undead creatures within a 20-ft. radius centered on the caster.
Duration: 1 round/level
Saving Throw: Fortitude half (harmless)
Spell Resistance: Yes (harmless)
A golden translucent aura forms around the caster. Healing Aura cures 2 points of damage per round to nearby living allies.
Like all healing spells, Healing Aura damages undead in its area rather than cures them.
Aura, Repairing
Transmutation
Level: Sor/Wiz 6
Components: V, S, F
Casting Time: 1 standard action
Range: 20 ft.
Area: All construct allies within a 20-ft. radius centered on the caster.
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No
A copper translucent aura forms around the caster so long as this spell is in effect. Repairing Aura repairs a construct that has at least 1 HP remaining or living constructs with –9 or more HP remaining 2 points of damage per round to nearby construct allies.
Focus: A small hammer.
Purifying Light
Evocation [Light]
Level: Drd 6
Components: V, S, DF
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Area: 10-ft.-radius spread
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
This spell made by the gatekeepers to help fight the Daelkyr and the monsters that they have bred over time. You blast the area with a silver light. Creatures with the Aberration or Undead creature type take 1d6 points of damage per caster level (15d6 max).
Shock
Evocation [Electricity]
Level: Sor/Wiz 2
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: One or two creatures or objects, neither of which can be more then of 30 ft. apart.
Duration: Instantaneous
Saving Throw: No
Spell Resistance: Yes
One or two arcs of lightning arc at your opponent or opponents. You must succeed at a ranged touch attack to hit your target. If used as a one-target spell it deals 1d4 points of electricity damage per caster level (10d4 points of electricity damage max) to the target of the spell. If used as a two-target spell it deals 1d4 points of damage per caster level (5d4 points of electricity damage max) to each of the two targets.
Last edited: