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<blockquote data-quote="The Great Bear King" data-source="post: 2286555" data-attributes="member: 21850"><p>These are a few nethermancer, wizard, and sorcerer spells I'd like you to look at. </p><p>If you want any one to thank go to the Silver Dragon website.</p><p></p><p><a href="http://silverdragon.visionplane.com/viewSub.php?subID=602" target="_blank">Zone of Life</a> (Pal 4, Nether/Wiz 3) By Chris</p><p>School: Abjuration [Good]</p><p>Components: V, S</p><p>Casting Time: 1 round</p><p>Range: Personal</p><p>Area/Effect/Target: 15ft centred on self</p><p>Duration: 1 minute per level</p><p>Saving Throw: Will negates</p><p>Spell Resistance: Yes</p><p></p><p></p><p>The circle lasts for 1 minute per divine caster level or until the caster dispels it or the caster is knocked out or slain. While the spell is active the caster may forbid any and all undead from entering the circle. If several undead try to enter the zone at the same time then they each make a saving throw and a spell resistance test (if relevant). If some of them pass then they can pass unhindered into the circle, whereas the others have to stay outside. However if the creatures that entered the circle then leave it again they must make another saving throw to enter the circle again. If the caster forces the area onto an undead being then the caster must make a concentration check (DC 20) to maintain the spell. If he passes the check then the undead are pushed away (if they fail their Will saving throws.)</p><p></p><p><a href="http://silverdragon.visionplane.com/viewSub.php?subID=221" target="_blank">Heavenly Light</a> (Wiz/ Nether3)</p><p>School: Abjuration [Good] </p><p>Components: V, S, DF </p><p>Casting Time: 1 action </p><p>Range: Personal </p><p>Area/Effect/Target: 20ft radius, centered on caster </p><p>Duration: 1 minute </p><p>Saving Throw: None </p><p>Spell Resistance: No</p><p>Description </p><p>Casting heavenly light has two effects. First all allies of the caster, within the area of effect, gain a +2 sacred bonus on Will saving throws, while opponents of evil alignment within the area of effect incur a -2 morale penalty on all Will saving throws. The second effect is that the caster heals 1 hit point per round for the duration of the spell, and evil opponents cannot heal magically while in the area of effect. </p><p>While the spell is in effect, the caster radiates dozens of minute golden beams of light, shining as if the caster herself were made of glass. </p><p></p><p>Divine Focus: Cleric’s or holy warrior’s holy symbol in conjunction with a diamond with a value of at least 20gp.</p><p></p><p><a href="http://silverdragon.visionplane.com/viewSub.php?subID=757" target="_blank">Lightburst</a> (Wiz/ Nether1)</p><p></p><p>School: Evocation [Light] </p><p>Components: V,S,M,DF </p><p>Casting Time: 1 action </p><p>Range: 15 ft. </p><p>Area/Effect/Target: 15 ft. radius burst </p><p>Duration: Instantaneous </p><p>Saving Throw: Reflex partial </p><p>Spell Resistance: No</p><p>Description </p><p>A brilliant flash of white light erupts from the top of the your head or hat forming a burst with a 15-foot radius. Any creature that was looking in your direction must make a Reflex save to look away in time. A failed saving throw indicates that the creature is dazed for one round and dazzled for one round per caster level (maximum of 5 rounds). A successful save indicates that the creature is only dazzled for one round and is not dazed. If a creature was not looking directly at you, or only had you in its peripheral vision, it gets a +2 circumstance bonus to its saving throw. Any creature that had its eyes closed, or was not looking in your direction, is unaffected. Your allies need to also make saves, if they were looking your way, although a simple shout of warning should suffice. </p><p></p><p>Arcane Material Component: A small shard of crystal.</p><p></p><p><a href="http://silverdragon.visionplane.com/viewSub.php?subID=561" target="_blank">Darkbolt</a> (Sor/Nether 3)</p><p>School: Evocation [Evil] </p><p>Components: V, S </p><p>Casting Time: 1 action </p><p>Range: Medium (100 ft. + 10 ft./level) </p><p>Area/Effect/Target: 1 living creature </p><p>Duration: Instantaneous, Soul Bind 5 hours</p><p>Saving Throw: Fortitude half </p><p>Spell Resistance: Yes</p><p>Description </p><p>You conjure a black flame and hurl it at a target within range. If the bolt strikes the target (a ranged touch attack), it deals 1d6 damage per caster level (max 10d6; Fort save for half damage). This damage is unholy energy, so it harms most creatures, but heals evil outsiders and doesn’t affect other evil creatures. Any good creature that takes damage from the bolt and fails his save is also stunned for one round. Any one killed with this spell suffers the affects of <em>Soul Bind</em> for up to five hours.</p><p></p><p>I modified the spells a bit.</p></blockquote><p></p>
[QUOTE="The Great Bear King, post: 2286555, member: 21850"] These are a few nethermancer, wizard, and sorcerer spells I'd like you to look at. If you want any one to thank go to the Silver Dragon website. [URL=http://silverdragon.visionplane.com/viewSub.php?subID=602]Zone of Life[/URL] (Pal 4, Nether/Wiz 3) By Chris School: Abjuration [Good] Components: V, S Casting Time: 1 round Range: Personal Area/Effect/Target: 15ft centred on self Duration: 1 minute per level Saving Throw: Will negates Spell Resistance: Yes The circle lasts for 1 minute per divine caster level or until the caster dispels it or the caster is knocked out or slain. While the spell is active the caster may forbid any and all undead from entering the circle. If several undead try to enter the zone at the same time then they each make a saving throw and a spell resistance test (if relevant). If some of them pass then they can pass unhindered into the circle, whereas the others have to stay outside. However if the creatures that entered the circle then leave it again they must make another saving throw to enter the circle again. If the caster forces the area onto an undead being then the caster must make a concentration check (DC 20) to maintain the spell. If he passes the check then the undead are pushed away (if they fail their Will saving throws.) [URL=http://silverdragon.visionplane.com/viewSub.php?subID=221]Heavenly Light[/URL] (Wiz/ Nether3) School: Abjuration [Good] Components: V, S, DF Casting Time: 1 action Range: Personal Area/Effect/Target: 20ft radius, centered on caster Duration: 1 minute Saving Throw: None Spell Resistance: No Description Casting heavenly light has two effects. First all allies of the caster, within the area of effect, gain a +2 sacred bonus on Will saving throws, while opponents of evil alignment within the area of effect incur a -2 morale penalty on all Will saving throws. The second effect is that the caster heals 1 hit point per round for the duration of the spell, and evil opponents cannot heal magically while in the area of effect. While the spell is in effect, the caster radiates dozens of minute golden beams of light, shining as if the caster herself were made of glass. Divine Focus: Cleric’s or holy warrior’s holy symbol in conjunction with a diamond with a value of at least 20gp. [URL=http://silverdragon.visionplane.com/viewSub.php?subID=757]Lightburst[/URL] (Wiz/ Nether1) School: Evocation [Light] Components: V,S,M,DF Casting Time: 1 action Range: 15 ft. Area/Effect/Target: 15 ft. radius burst Duration: Instantaneous Saving Throw: Reflex partial Spell Resistance: No Description A brilliant flash of white light erupts from the top of the your head or hat forming a burst with a 15-foot radius. Any creature that was looking in your direction must make a Reflex save to look away in time. A failed saving throw indicates that the creature is dazed for one round and dazzled for one round per caster level (maximum of 5 rounds). A successful save indicates that the creature is only dazzled for one round and is not dazed. If a creature was not looking directly at you, or only had you in its peripheral vision, it gets a +2 circumstance bonus to its saving throw. Any creature that had its eyes closed, or was not looking in your direction, is unaffected. Your allies need to also make saves, if they were looking your way, although a simple shout of warning should suffice. Arcane Material Component: A small shard of crystal. [URL=http://silverdragon.visionplane.com/viewSub.php?subID=561]Darkbolt[/URL] (Sor/Nether 3) School: Evocation [Evil] Components: V, S Casting Time: 1 action Range: Medium (100 ft. + 10 ft./level) Area/Effect/Target: 1 living creature Duration: Instantaneous, Soul Bind 5 hours Saving Throw: Fortitude half Spell Resistance: Yes Description You conjure a black flame and hurl it at a target within range. If the bolt strikes the target (a ranged touch attack), it deals 1d6 damage per caster level (max 10d6; Fort save for half damage). This damage is unholy energy, so it harms most creatures, but heals evil outsiders and doesn’t affect other evil creatures. Any good creature that takes damage from the bolt and fails his save is also stunned for one round. Any one killed with this spell suffers the affects of [I]Soul Bind[/I] for up to five hours. I modified the spells a bit. [/QUOTE]
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