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<blockquote data-quote="las" data-source="post: 1208744" data-attributes="member: 889"><p><strong>Repair Critical Damage, Mass </strong></p><p>Transmutation</p><p><strong>Level:</strong> Sor/Wiz 8</p><p> </p><p>This spell functions like <em>mass repair light damage</em>, except it repairs 4d8 points of damage +1 point per caster level (maximum +40)</p><p> </p><p><strong>Repair Light Damage, Mass </strong></p><p>Transmutation</p><p><strong>Level:</strong> Sor/Wiz 5</p><p><strong>Components:</strong> V, S</p><p><strong>Casting Time:</strong> 1 standard action</p><p><strong>Range:</strong> Close (25 ft. + 5 ft./2 levels)</p><p><strong>Target:</strong> One Construct/level, no two of which can be more than 30 ft. apart</p><p><strong>Duration:</strong> Instantaneous</p><p><strong>Saving Throw:</strong> None</p><p><strong>Spell Resistance:</strong> Yes (harmless)</p><p> </p><p>You transmutes all the structures of the constructs to repair damage they have suffered. This spell repairs 1d8 points od damage +1 point per caster level (maximum +25).</p><p> </p><p><strong>Repair Moderate Damage, Mass </strong></p><p>Transmutation</p><p><strong>Level:</strong> Sor/Wiz 6</p><p> </p><p>This spell functions like <em>mass repair light damage</em>, except it repairs 2d8 points of damage +1 point per caster level (maximum +30)</p><p> </p><p><strong>Repair Serious Damage, Mass </strong></p><p>Transmutation</p><p><strong>Level:</strong> Sor/Wiz 6</p><p> </p><p>This spell functions like <em>mass repair light damage</em>, except it repairs 3d8 points of damage +1 point per caster level (maximum +35)</p><p> </p><p> </p><p>This finishes off a chain from T&B so these spells have an equal to there cure counter parts.</p><p> </p><p> </p><p><strong>Sickening Ray</strong></p><p>Necromancy</p><p><strong>Level:</strong> Sor/Wiz 2</p><p><strong>Components:</strong> V, S</p><p><strong>Casting Time:</strong> 1 standard action</p><p><strong>Range:</strong> Close (25 ft. + 5 ft./2 levels)</p><p><strong>Effect:</strong> Ray</p><p><strong>Duration:</strong> 1 round/level</p><p><strong>Saving Throw:</strong> Fortitude negates</p><p><strong>Spell Resistance:</strong> Yes</p><p> </p><p>A gray ray projects from your pointing finger. You must succeedat a ranged touch attack with the ray to strike a target. The target becomes Sickened on a failed Fortitude save. Thus the creature takes a –2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks.</p><p>This spell has no effect on creatures with Intelligence of 2 and below as they do not have the mind to be sickened.</p><p> </p><p><strong>Magma Hammer</strong></p><p>Conjuration [Earth, Fire]</p><p><strong>Level:</strong> Drd 3, Sor/Wiz 4</p><p><strong>Components:</strong> V, S</p><p><strong>Casting Time:</strong> 1 standard action</p><p><strong>Range:</strong> Personal</p><p><strong>Effect:</strong> One magma hammer</p><p><strong>Duration:</strong> 1 round/level (D)</p><p> </p><p>You conjure a +1 warhammer made out of magma. The caster is proficient with the warhammer. The warhammer is sized for the caster. It does an extra +1 points of fire damage per caster level (maximum +15) the extra damage is mulripled on a crit with the standard damage. The spell does not harm the caster. If this spell leaves the casters hand the spell ends.</p><p> </p><p><strong>Golem Crusher </strong></p><p>Evocation [Force]</p><p><strong>Level:</strong> Sor/Wiz 6</p><p><strong>Components:</strong> V, S</p><p><strong>Casting Time:</strong> 1 standard action</p><p><strong>Range:</strong> Close (25 ft. + 5 ft./2 levels)</p><p><strong>Target:</strong> One golem</p><p><strong>Duration:</strong> Instantaneous</p><p><strong>Saving Throw:</strong> Reflex half</p><p><strong>Spell Resistance:</strong> No</p><p> </p><p> This spell was made to kill golems when other spells could not. A small wave of force comes from the casters hand he must make a ranged touch attack to hit his target. This spell deals 1d8 points of force damage per caster level (max 20d8 points of force damage). The damage can only effect golems.</p></blockquote><p></p>
[QUOTE="las, post: 1208744, member: 889"] [b]Repair Critical Damage, Mass [/b] Transmutation [b]Level:[/b] Sor/Wiz 8 This spell functions like [i]mass repair light damage[/i], except it repairs 4d8 points of damage +1 point per caster level (maximum +40) [b]Repair Light Damage, Mass [/b] Transmutation [b]Level:[/b] Sor/Wiz 5 [b]Components:[/b] V, S [b]Casting Time:[/b] 1 standard action [b]Range:[/b] Close (25 ft. + 5 ft./2 levels) [b]Target:[/b] One Construct/level, no two of which can be more than 30 ft. apart [b]Duration:[/b] Instantaneous [b]Saving Throw:[/b] None [b]Spell Resistance:[/b] Yes (harmless) You transmutes all the structures of the constructs to repair damage they have suffered. This spell repairs 1d8 points od damage +1 point per caster level (maximum +25). [b]Repair Moderate Damage, Mass [/b] Transmutation [b]Level:[/b] Sor/Wiz 6 This spell functions like [i]mass repair light damage[/i], except it repairs 2d8 points of damage +1 point per caster level (maximum +30) [b]Repair Serious Damage, Mass [/b] Transmutation [b]Level:[/b] Sor/Wiz 6 This spell functions like [i]mass repair light damage[/i], except it repairs 3d8 points of damage +1 point per caster level (maximum +35) This finishes off a chain from T&B so these spells have an equal to there cure counter parts. [b]Sickening Ray[/b] Necromancy [b]Level:[/b] Sor/Wiz 2 [b]Components:[/b] V, S [b]Casting Time:[/b] 1 standard action [b]Range:[/b] Close (25 ft. + 5 ft./2 levels) [b]Effect:[/b] Ray [b]Duration:[/b] 1 round/level [b]Saving Throw:[/b] Fortitude negates [b]Spell Resistance:[/b] Yes A gray ray projects from your pointing finger. You must succeedat a ranged touch attack with the ray to strike a target. The target becomes Sickened on a failed Fortitude save. Thus the creature takes a –2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks. This spell has no effect on creatures with Intelligence of 2 and below as they do not have the mind to be sickened. [b]Magma Hammer[/b] Conjuration [Earth, Fire] [b]Level:[/b] Drd 3, Sor/Wiz 4 [b]Components:[/b] V, S [b]Casting Time:[/b] 1 standard action [b]Range:[/b] Personal [b]Effect:[/b] One magma hammer [b]Duration:[/b] 1 round/level (D) You conjure a +1 warhammer made out of magma. The caster is proficient with the warhammer. The warhammer is sized for the caster. It does an extra +1 points of fire damage per caster level (maximum +15) the extra damage is mulripled on a crit with the standard damage. The spell does not harm the caster. If this spell leaves the casters hand the spell ends. [b]Golem Crusher [/b] Evocation [Force] [b]Level:[/b] Sor/Wiz 6 [b]Components:[/b] V, S [b]Casting Time:[/b] 1 standard action [b]Range:[/b] Close (25 ft. + 5 ft./2 levels) [b]Target:[/b] One golem [b]Duration:[/b] Instantaneous [b]Saving Throw:[/b] Reflex half [b]Spell Resistance:[/b] No This spell was made to kill golems when other spells could not. A small wave of force comes from the casters hand he must make a ranged touch attack to hit his target. This spell deals 1d8 points of force damage per caster level (max 20d8 points of force damage). The damage can only effect golems. [/QUOTE]
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