VirgilCaine
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Eluth's Evaluation
Divination
Sor/Wiz 4
Comp: V,S,M
Time: 1 action
Range: Medium (100'+ 10'/lvl)
Target: One creature
Duration: Instantaneous
Save: Will negates
SR: Yes
This spell analyzes a creatures anatomy and determines what kind of spell-like and spellcasting powers the creature has. The caster must make a Spellcraft check DC 15 +creatures HD to interpret this information correctly. This spell gives general information about spell-like abilities and spellcasting powers. The caster can find out the approximate effect of a unique spell-like ability, and the spell level and school of any spell-like abilities. The caster finds out the class (wizard, sorceror, etc.) and level of spells the creature can cast.
Eluth's Intellect Drain [Ray]
Sor/Wiz 5
Necromancy
Comp: V S M
Time: 1 action
Range: Close [25' + 5'/2 lvl]
Effect: Ray
Duration: 1 hour/lvl
Save: None
SR: Yes
This spell drains Intelligence points from a creature hit by a ranged touch attack. The target is drained of 1d4 Int points per five caster levels. The caster gains these points as bonus points of Intelligence, (similar to bonus hitpoints). This spell can drain no more than half of the target's original Int points.
Material component: A bit of grell, beholder (any type) or mind flayer brain.
Create Earthworks
Transmutation/Conjuration (Creation)
Sor/Wiz 3, Clr 3
Comp: V S M
Time: 1 action
Range: Close [25'+ 5'/2 lvl]
Effect: Ring of earthworks
Duration: Permanent
Save: See text
SR: No
This spell creates 5' high earth berms fronted with a 5' deep pit
around the outside of the berm formed in a circle around the caster, at
a distance the caster specifies. The pit and berm are lined with wooden
spikes that deal 1d6 piercing damage if a creature moving through them
does not slow to 1/3 it's base speed. Climbing down through the pit and
over the berm requires a DC 10 climb check. A creature of Huge or larger size or size smaller than Small, may ignore the spikes.
This spell gently changes the terrain, allowing no chance to trip or fall from the effect. The spikes never impale a creature in their area.
Eluth's Evaluation
Divination
Sor/Wiz 4
Comp: V,S,M
Time: 1 action
Range: Medium (100'+ 10'/lvl)
Target: One creature
Duration: Instantaneous
Save: Will negates
SR: Yes
This spell analyzes a creatures anatomy and determines what kind of spell-like and spellcasting powers the creature has. The caster must make a Spellcraft check DC 15 +creatures HD to interpret this information correctly. This spell gives general information about spell-like abilities and spellcasting powers. The caster can find out the approximate effect of a unique spell-like ability, and the spell level and school of any spell-like abilities. The caster finds out the class (wizard, sorceror, etc.) and level of spells the creature can cast.
Eluth's Intellect Drain [Ray]
Sor/Wiz 5
Necromancy
Comp: V S M
Time: 1 action
Range: Close [25' + 5'/2 lvl]
Effect: Ray
Duration: 1 hour/lvl
Save: None
SR: Yes
This spell drains Intelligence points from a creature hit by a ranged touch attack. The target is drained of 1d4 Int points per five caster levels. The caster gains these points as bonus points of Intelligence, (similar to bonus hitpoints). This spell can drain no more than half of the target's original Int points.
Material component: A bit of grell, beholder (any type) or mind flayer brain.
Create Earthworks
Transmutation/Conjuration (Creation)
Sor/Wiz 3, Clr 3
Comp: V S M
Time: 1 action
Range: Close [25'+ 5'/2 lvl]
Effect: Ring of earthworks
Duration: Permanent
Save: See text
SR: No
This spell creates 5' high earth berms fronted with a 5' deep pit
around the outside of the berm formed in a circle around the caster, at
a distance the caster specifies. The pit and berm are lined with wooden
spikes that deal 1d6 piercing damage if a creature moving through them
does not slow to 1/3 it's base speed. Climbing down through the pit and
over the berm requires a DC 10 climb check. A creature of Huge or larger size or size smaller than Small, may ignore the spikes.
This spell gently changes the terrain, allowing no chance to trip or fall from the effect. The spikes never impale a creature in their area.
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