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<blockquote data-quote="TheCrazyMuffinMan" data-source="post: 3641342" data-attributes="member: 53470"><p><strong>Libra</strong></p><p></p><p>Type: Divination</p><p>Level: Sor/Wiz 4, Clr 4, Pal 4</p><p>Components: V, S, F </p><p>Casting Time: 1 standard action </p><p>Effect: Information that's normally hidden is revealed.</p><p>Range: 50ft + 5 per level</p><p>Duration: Instantaneous</p><p>Saving Throw: Will negates</p><p>Spell Resistance: Yes</p><p></p><p>Focus: A monocle or a small set of scales.</p><p></p><p>If the targeted monster fails his or her save, the caster and anyone she chooses immediately gains abstract (game) information about the monster as of that moment, such as its level (or hit dice), hit points, armor class, special abilities/weaknesses, and ability scores. She can share that information with other party members in a way they can understand.</p><p></p><p>Alternate <strong>Libra</strong></p><p></p><p></p><p>Caster Level 10 or less: One can discern creature type, resistances, ability scores and health (HD/HP, or some verbal descriptor of wound status if preferred), or weaknesses.</p><p></p><p>You can discern one extra quality per two caster levels past 10.</p><p></p><p></p><p>Ability score discernment:</p><p></p><p>1-4 Dismal</p><p>5-8 Weak</p><p>9-12 Average</p><p>13-16 Strong</p><p>17-20 Superb</p><p>21+ Incredible</p><p></p><p><strong>Break the Fourth Wall</strong></p><p></p><p>Type: Divination</p><p>Level: Sor/Wiz 7, Clr 7</p><p>Components: V, S, F </p><p>Casting Time: 1 round</p><p>Effect: Information that's normally hidden is revealed.</p><p>Duration: 10 minutes + 1 per caster level (max 30)</p><p>Saving Throw: Will negates (harmless) </p><p>Spell Resistance: No</p><p></p><p>Focus: A pair of six-sided dice</p><p></p><p>Upon speaking this spell, the caster's mind becomes able to process completely abstract concepts that are normally alien to mortal minds. She immediately </p><p>gains knowledge of game concepts such as levels, hit dice, hit points, base attack bonuses, special abilities/weaknesses, armor class, ability scores and difficulty </p><p>class. In addition, she can discern these stats for any monster she comes across at will (as per the libra spell), as well as the DC for any event or item that requires a DC. </p><p></p><p>Finally, she is aware of all die rolls. The caster is able to share all knowledge gained by this spell with other members of the party in a way they can </p><p>understand.</p><p></p><p>Alternate: <strong>Greater Libra</strong></p><p></p><p>You gain Spell-like ability: Libra, at will, for this spell's duration. In addition, you are aware of skill check and saving throw results.</p><p></p><p><strong>Vampiric Syphon</strong></p><p></p><p>Type: Necromancy</p><p>Level: Sor/Wiz 7, Clr 7</p><p>Components: V, S </p><p>Casting Time: 1 standard action </p><p>Range: 25ft + 5 per 2 levels, ranged touch, one monster</p><p>Effect: Absorb hp from a monster</p><p>Duration: Instantaneous</p><p>Saving Throw: None</p><p>Spell Resistance: Yes</p><p></p><p>As Vampiric Touch, but as a ranged-touch attack instead of a melee touch. In addition, the damage is extended to 1d6/level (max 20d6). </p><p></p><p><strong>Siren's Song</strong></p><p></p><p>Type: Enchantment/Compulsion/Mind Affecting</p><p>Level: Brd 6</p><p>Components: V</p><p>Casting Time: 1 minute, special.</p><p>Area: 50ft/caster level surrounding caster</p><p>Effect: Mass compulsion</p><p>Duration: 1 minute + special</p><p>Saving Throw: Will special</p><p>Spell Resistance: No</p><p></p><p>To start the spell, the caster makes a perform check. The result of that check becomes the Save DC for any will saves that happen after the check. On success, the caster breaks out into a song of his or her choice (RP optional). After one minute, everyone within earshot, who is capable of song, who has heard the song for at least one round must make a Will save at the above mentioned DC, or join in the song. People who are singing in this fashion are treated as being fascinated, except where noted in the spell text.</p><p></p><p>Affected monsters, unless decided by the caster, can (depending on the caster's choice) only sing, continue their previous actions, or perform actions relevant to the song, as if they were in a musical.</p><p></p><p>At the end of each minute in which the song is going on, you must make another perform check, and each monster affected, along with anyone within 25 ft of anyone singing at that time, must oppose that check with a Will save. Anyone who passes the save is freed of the compulsion. The caster can stop singing at any time.</p><p></p><p>Edit:</p><p></p><p><strong>Quick</strong></p><p></p><p>Type: Transmutation</p><p>Level: Sor/Wiz 8, Clr 8</p><p>Components: V, S </p><p>Casting Time: 1 standard action </p><p>Range: 25ft + 5 per 2 levels, ranged touch, one monster</p><p>Duration: Until the target's next turn</p><p>Saving Throw: None</p><p>Spell Resistance: Yes</p><p></p><p>The target gains two full turns on his next initiative order turn instead of one. </p><p></p><p><strong>Maelstrom</strong></p><p></p><p>Necromancy</p><p>Level: Sor/Wiz 9, Numbers 9</p><p>Components: V, S </p><p>Casting Time: 1 round</p><p>Range: You are the point of origin.</p><p>Area: 50+5 per 2 levels</p><p>Duration: Instantaneous </p><p>Save: Fort partial</p><p>Spell Resistance: No </p><p></p><p>This spell evokes a wind of pure negative energy that buffets all in its path severely. All opposing creatures that fail their fortitude save are reduced to their Hit Dice in HP (unless they are already below that). A successful save for a creature means that this spell simply cuts their current HP in half (down to the above-mentioned HD value). Undead within the spell's range are immune.</p></blockquote><p></p>
[QUOTE="TheCrazyMuffinMan, post: 3641342, member: 53470"] [b]Libra[/b] Type: Divination Level: Sor/Wiz 4, Clr 4, Pal 4 Components: V, S, F Casting Time: 1 standard action Effect: Information that's normally hidden is revealed. Range: 50ft + 5 per level Duration: Instantaneous Saving Throw: Will negates Spell Resistance: Yes Focus: A monocle or a small set of scales. If the targeted monster fails his or her save, the caster and anyone she chooses immediately gains abstract (game) information about the monster as of that moment, such as its level (or hit dice), hit points, armor class, special abilities/weaknesses, and ability scores. She can share that information with other party members in a way they can understand. Alternate [b]Libra[/b] Caster Level 10 or less: One can discern creature type, resistances, ability scores and health (HD/HP, or some verbal descriptor of wound status if preferred), or weaknesses. You can discern one extra quality per two caster levels past 10. Ability score discernment: 1-4 Dismal 5-8 Weak 9-12 Average 13-16 Strong 17-20 Superb 21+ Incredible [b]Break the Fourth Wall[/b] Type: Divination Level: Sor/Wiz 7, Clr 7 Components: V, S, F Casting Time: 1 round Effect: Information that's normally hidden is revealed. Duration: 10 minutes + 1 per caster level (max 30) Saving Throw: Will negates (harmless) Spell Resistance: No Focus: A pair of six-sided dice Upon speaking this spell, the caster's mind becomes able to process completely abstract concepts that are normally alien to mortal minds. She immediately gains knowledge of game concepts such as levels, hit dice, hit points, base attack bonuses, special abilities/weaknesses, armor class, ability scores and difficulty class. In addition, she can discern these stats for any monster she comes across at will (as per the libra spell), as well as the DC for any event or item that requires a DC. Finally, she is aware of all die rolls. The caster is able to share all knowledge gained by this spell with other members of the party in a way they can understand. Alternate: [b]Greater Libra[/b] You gain Spell-like ability: Libra, at will, for this spell's duration. In addition, you are aware of skill check and saving throw results. [b]Vampiric Syphon[/b] Type: Necromancy Level: Sor/Wiz 7, Clr 7 Components: V, S Casting Time: 1 standard action Range: 25ft + 5 per 2 levels, ranged touch, one monster Effect: Absorb hp from a monster Duration: Instantaneous Saving Throw: None Spell Resistance: Yes As Vampiric Touch, but as a ranged-touch attack instead of a melee touch. In addition, the damage is extended to 1d6/level (max 20d6). [b]Siren's Song[/b] Type: Enchantment/Compulsion/Mind Affecting Level: Brd 6 Components: V Casting Time: 1 minute, special. Area: 50ft/caster level surrounding caster Effect: Mass compulsion Duration: 1 minute + special Saving Throw: Will special Spell Resistance: No To start the spell, the caster makes a perform check. The result of that check becomes the Save DC for any will saves that happen after the check. On success, the caster breaks out into a song of his or her choice (RP optional). After one minute, everyone within earshot, who is capable of song, who has heard the song for at least one round must make a Will save at the above mentioned DC, or join in the song. People who are singing in this fashion are treated as being fascinated, except where noted in the spell text. Affected monsters, unless decided by the caster, can (depending on the caster's choice) only sing, continue their previous actions, or perform actions relevant to the song, as if they were in a musical. At the end of each minute in which the song is going on, you must make another perform check, and each monster affected, along with anyone within 25 ft of anyone singing at that time, must oppose that check with a Will save. Anyone who passes the save is freed of the compulsion. The caster can stop singing at any time. Edit: [b]Quick[/b] Type: Transmutation Level: Sor/Wiz 8, Clr 8 Components: V, S Casting Time: 1 standard action Range: 25ft + 5 per 2 levels, ranged touch, one monster Duration: Until the target's next turn Saving Throw: None Spell Resistance: Yes The target gains two full turns on his next initiative order turn instead of one. [b]Maelstrom[/b] Necromancy Level: Sor/Wiz 9, Numbers 9 Components: V, S Casting Time: 1 round Range: You are the point of origin. Area: 50+5 per 2 levels Duration: Instantaneous Save: Fort partial Spell Resistance: No This spell evokes a wind of pure negative energy that buffets all in its path severely. All opposing creatures that fail their fortitude save are reduced to their Hit Dice in HP (unless they are already below that). A successful save for a creature means that this spell simply cuts their current HP in half (down to the above-mentioned HD value). Undead within the spell's range are immune. [/QUOTE]
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