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<blockquote data-quote="Living Enworld Judge" data-source="post: 2464527" data-attributes="member: 13889"><p><strong>Spells - A to I</strong></p><p></p><p><span style="font-size: 15px">Armor Of Darkness</span></p><p><strong>Abjuration [Darkness]</strong></p><p><strong>Level:</strong> Darkness 4 </p><p><strong>Components: </strong>V, S, DF</p><p><strong>Casting Time:</strong> 1 action</p><p><strong>Range:</strong> Touch</p><p>Target: Creature touched</p><p><strong>Duration:</strong> 10 minutes/level</p><p><strong>Saving Throw:</strong> Will negates (harmless)</p><p><strong>Spell Resistance:</strong> Yes (harmless)</p><p>The spell envelops the warded creature in a shroud of shadows. The shroud can, if the caster desires, conceal the wearer’s features. In any case, it grants the recipient a +3 deflection bonus to Armor Class plus an additional +1 for every four caster levels (maximum bonus +8). The subject can see through the armor as if it did not exist and is also afforded darkvision with a range of 60 feet. Finally, the subject gains a +2 bonus on saving throws against any holy, good, or light spells or effects. Undead creatures that are subjects of armor of darkness also gain +4 turn resistance.</p><p>-Derived from OGC</p><p></p><p><span style="font-size: 15px">Ashnar's Athleticate Augmentation <span style="color: Red">(Private Spell, not researched yet)</span></span></p><p><strong>Transmutation</strong></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> Personal</p><p><strong>Target:</strong> You</p><p><strong>Duration:</strong> 1 min./level (D)</p><p>You get an enhancement bonus on Climb, Jump checks, and Swim checks equal to your caster level, to a maximum of +10. In addition, when running, you retain your Dexterity bonus to Armor Class.</p><p><em>After constant reminders about his physical inadequacy, Ashnar considered creating a spell to aid with this all-too-common adventuring hurdle.</em></p><p>-Created by Knight Otu</p><p></p><p><span style="font-size: 15px">Ashnar's Fiery Shackles <span style="color: Red">(Private Spell, not researched yet)</span></span></p><p><strong>Conjuration (Creation) [Fire]</strong></p><p><strong>Level:</strong> Sor/Wiz 2</p><p><strong>Components:</strong> V, S, F</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 creature</p><p><strong>Duration:</strong> 1 round/level (D)</p><p><strong>Saving Throw:</strong> Reflex negates</p><p><strong>Spell Resistance:</strong> Yes</p><p>Fiery shackles enwrap the limbs of the target, preventing it from moving in any meaningful way without harming itself.</p><p>The target can take purely mental actions (such as spells without any components), actions that only involve speaking (including spells with only verbal components), and five foot steps without activating the spell. Any other action activates the spell. Also, the target cannot make a successful reflex save without activating the fiery shackles, and must remain flat-footed to prevent the spell from being activated. However, the target is not helpless.</p><p>Activating the spell deals 3d6 points of fire damage +1 point per caster level (maximum +10) to the target. The spell can be activated multiple times in its duration, but no more than once per round.</p><p>The target can attempt an Escape Artist check (DC equal to the spell's DC plus 5) to escape the shackles. An Escape Artist check that fails by 4 or less means that the target could not escape, but did not cause the shackles to activate. An Escape Artist check that fails by 5 or more activates the shackles as above.</p><p><em>Focus:</em> A set of masterwork manacles (costing 50 gp).</p><p>-Created by Knight Otu</p><p></p><p><span style="font-size: 15px">Ashnar's Mark <span style="color: Red">(Now a public spell)</span></span></p><p><strong>Abjuration</strong></p><p><strong>Level:</strong> Sor/Wiz 1</p><p><strong>Components:</strong> V, S</p><p><strong>Casting Time:</strong> 1 standard action</p><p><strong>Range:</strong> Touch</p><p><strong>Target:</strong> Creature touched</p><p><strong>Duration:</strong> Permanent (D) (see text)</p><p><strong>Saving Throw:</strong> Will negates (harmless)</p><p><strong>Spell Resistance:</strong> Yes (harmless)</p><p>The caster chooses one of his spells that is currently active, and makes the target immune to that particular casting. This immunity is like an unbeatable spell resistance (similar to spell immunity), and reduces any hit point damage by the spell to 0. The immunity neither extends to other spells cast by the caster (including other instances of the same spell), nor grants any protection against spells cast by other casters. The spell must have a duration other than instantaneous, must still be active when Ashnar’s mark is cast, and, at the time of casting, may be no farther than close range (25 ft. + 5 ft./2 levels) from the caster. A caster may have no more than 1 Ashnar’s mark per caster level in existance.</p><p>When the spell that a Ashnar’s mark protects against ends in any way, that Ashnar’s mark ends, too.</p><p>-Created by Knight Otu</p><p></p><p><span style="font-size: 15px">Ashnar's Pyromagical Enhancement, Lesser <span style="color: Red">(Private Spell, not researched yet)</span></span></p><p><strong>Transmutation [Fire]</strong></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> Personal</p><p><strong>Target:</strong> You</p><p><strong>Duration:</strong> 1 round (cannot be extended)</p><p>All spells of level 3 or lower the caster casts while this spell is in effect are empowered by the destructive power of fire. This has a number of effects, depending on the nature of the spell being altered:</p><ul> <li data-xf-list-type="ul">If the spell has the fire descriptor and deals energy damage, it deals an additional amount of fire damage equal to the caster level, to a maximum of 10.C</li> <li data-xf-list-type="ul">If the spell deals energy damage without dealing fire damage, it instead deals fire damage, and gains the fire descriptor, but loses any other energy descriptor.</li> <li data-xf-list-type="ul">If the spell has the fire descriptor, but deals no damage, it is instead cast at the normal caster level +1. The caster may choose to forgoe this option and deal damage instead.</li> <li data-xf-list-type="ul">If none of the above conditions is met, the caster may have the spell deal 1d6 points of fire damage to its target.</li> </ul><p><em>Note:</em> The duration of Ashnar's Lesser Pyromagical Enhancement cannot be extended or otherwise made longer than 1 round.</p><p>-Created by Knight Otu</p><p></p><p><span style="font-size: 15px">Ashnar's Pyromagical Enhancement <span style="color: Red">(Private Spell, not researched yet)</span></span></p><p><strong>Transmutation [Fire]</strong></p><p><strong>Level:</strong> Sor/Wiz 4</p><p><strong>Duration:</strong> 2 rounds (cannot be extended)</p><p>This spell works exactly as Ashnar's Lesser Pyromagical Enhancement, except as noted above, and as follows.</p><p>The spell affects spells of up to level 5 with one of the following effects.</p><ul> <li data-xf-list-type="ul">If the spell has the fire descriptor and deals energy damage, it deals an additional amount of fire damage equal to the caster level, to a maximum of 15.</li> <li data-xf-list-type="ul">If the spell deals energy damage without dealing fire damage, it instead deals fire damage, and gains the fire descriptor, but loses any other energy descriptor.</li> <li data-xf-list-type="ul">If the spell has the fire descriptor, but deals no damage, it is instead cast at the normal caster level +2. The caster may choose to forgoe this option and deal damage instead.</li> <li data-xf-list-type="ul">If none of the above conditions is met, the caster may have the spell deal 3d6 points of fire damage to its target.</li> </ul><p><em>Note:</em> The duration of Ashnar's Pyromagical Enhancement cannot be extended or otherwise made longer than 2 rounds.</p><p>-Created by Knight Otu</p><p></p><p><span style="font-size: 15px">Ashnar's Pyromagical Enhancement, Greater <span style="color: Red">(Private Spell, not researched yet)</span></span></p><p><strong>Transmutation [Fire]</strong></p><p><strong>Level:</strong> Sor/Wiz 8</p><p><strong>Duration:</strong> 3 rounds (cannot be extended)</p><p>This spell works exactly as Ashnar's Lesser Pyromagical Enhancement, except as noted above, and as follows.</p><p>The spell affects spells of up to level 9 with one of the following effects.</p><ul> <li data-xf-list-type="ul">If the spell has the fire descriptor and deals energy damage, it deals an additional amount of fire damage equal to the caster level, to a maximum of 20.</li> <li data-xf-list-type="ul">If the spell deals energy damage without dealing fire damage, it instead deals fire damage, and gains the fire descriptor, but loses any other energy descriptor.</li> <li data-xf-list-type="ul">If the spell has the fire descriptor, but deals no damage, it is instead cast at the normal caster level +4. The caster may choose to forgoe this option and deal damage instead.</li> <li data-xf-list-type="ul">If none of the above conditions is met, the caster may have the spell deal 7d6 points of fire damage to its target.</li> </ul><p><em>Note:</em> The duration of Ashnar's Greater Pyromagical Enhancement cannot be extended or otherwise made longer than 3 rounds.</p><p>-Created by Knight Otu</p><p></p><p><span style="font-size: 15px">Ashnar's Reflect Domination <span style="color: Red">(Private Spell, not researched yet)</span></span></p><p><strong>Abjuration</strong></p><p><strong>Level:</strong> Sor/Wiz 5</p><p><strong>Components:</strong> V, S, M</p><p><strong>Casting Time:</strong> 1 standard action</p><p><strong>Range:</strong> Personal</p><p><strong>Target:</strong> You</p><p><strong>Duration:</strong> Until expended or 10 min./level</p><p>Fear spells and spell-like effects and Mind-Affecting spells and spell-like effects targeted on you are turned back upon the original caster. The abjuration turns only spells that have you as a target. Effect and area spells are not affected. <em>Ashnar's reflect domination</em> also fails to stop touch range spells.</p><p>The next spell of 5th level or lower is affected by the turning. When you are targeted by a spell of higher level than 5th, that spell has its normal effect, but <em>Ashnar's reflect domination</em> is not expended. You cannot be under the effect of multiple spell turning effects (such as <em>spell turning</em> and <em>Ashnar's reflect domination</em>). When you cast a new spell turning effect, the old one immediately ends.</p><p>If you and a spellcasting attacker are both warded by spell turning effects in operation, a resonating field is created.</p><p>[code]Roll randomly to determine the result.</p><p>d% Effect</p><p>01–70 Spell drains away without effect.</p><p>71–80 Spell affects both of you equally at full effect.</p><p>81–97 Both turning effects are rendered nonfunctional for 1d4 minutes.</p><p>98–100 Both of you go through a rift into another plane.[/code]</p><p><em>Material Component:</em> A small silver mirror.</p><p><em>Ashnar's phantasmal killer were the many faces of failure. He swore that he would never have to face it again.</em></p><p>-Created by Knight Otu</p><p></p><p><span style="font-size: 15px">Ashnar's Shield Swarm <span style="color: Red">(Private Spell, not researched yet)</span></span></p><p><strong>Abjuration [Force]</strong></p><p><strong>Level:</strong> Sor/Wiz 3</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> Up to 1 ally/level</p><p><strong>Duration:</strong> 1 minute/level (D)</p><p><strong>Saving Throw:</strong> Will negates (harmless)</p><p><strong>Spell Resistance:</strong> Yes (harmless)</p><p>Small shields of force start hovering around the targets, intercepting attacks made against him or her.</p><p>You create one shield per caster level, to a maximum of 15 shields, and distribute them among you and your allies as you wish, except that no character may have more than five of these shields. Affected allies gain a shield bonus to their Armor Class equal to the number of shields distributed to them. This bonus applies against incorporeal touch attacks, since it is a force effect. The shields have no armor check penalty or arcane spell failure chance.</p><p>Shields that cannot be distributed are lost.</p><p>-Created by Knight Otu</p><p></p><p><span style="font-size: 15px">Ashnar's Sparkstrike <span style="color: Red">(Private Spell)</span></span></p><p><strong>Evocation [Fire]</strong></p><p><strong>Level:</strong> Sor/Wiz 1</p><p><strong>Components:</strong> V, S</p><p><strong>Casting Time:</strong> 1 standard action</p><p><strong>Range:</strong> Medium (100 ft. + 10 ft./level)</p><p><strong>Targets:</strong> One primary target, plus one secondary target/level (each of which must be within 30 ft. of the primary target)</p><p><strong>Duration:</strong> Instantaneous</p><p><strong>Saving Throw:</strong> Reflex half</p><p><strong>Spell Resistance:</strong> Yes</p><p>The caster creates a flitting spark of fire that jolts towards the primary target, then splits and arcs to other targets.</p><p>The spark deals 1d6 points of fire damage to the primary target. After it strikes, sparks can arc to a number of secondary targets equal to your caster level (maximum 5). The secondary sparks each strike one target and deal half as much damage as the primary one did (rounded down). Each target can attempt a Reflex saving throw for half damage. You choose secondary targets as you like, but they must all be within 30 feet of the primary target, and no target can be struck more than once. You can choose to affect fewer secondary targets than the maximum.</p><p>-Created by Knight Otu</p><p></p><p><span style="font-size: 15px">Blacklight</span></p><p><strong>Evocation [Darkness]</strong></p><p><strong>Level:</strong> Darkness 3, Sor/Wiz 3</p><p><strong>Components:</strong> V, S, M</p><p><strong>Casting Time:</strong> 1 action</p><p><strong>Range:</strong> Close (25 ft. + 5 ft./2 levels)</p><p><strong>Area:</strong> A 20-ft.-radius emanation centered on a creature, object, or point in space</p><p><strong>Duration:</strong> 1 round/level (D)</p><p><strong>Saving Throw:</strong> Will negates or none (object)</p><p><strong>Spell Resistance:</strong> Yes or no (object)</p><p>The caster creates an area of total darkness. The darkness is impenetrable to normal vision and darkvision, but the caster can see normally within the blacklit area. Creatures outside the spell’s area, even the caster, cannot see through it.</p><p>The spell can be cast on a point in space, but the effect is stationary cast on a mobile object. A character can cast the spell on a creature, and the effect then radiates from the creature and moves as it moves. Unattended objects and points in space do not get saving throws or benefit from spell resistance.</p><p>Blacklight counters or dispels any light spell of equal or lower level. The 3rd-level cleric spell daylight counters or dispels blacklight.</p><p>-Derived from OGC</p><p></p><p><span style="font-size: 15px">Blood Tell</span></p><p><strong>Necromancy [Language-Dependent]</strong></p><p><strong>Level:</strong> Blood 6</p><p><strong>Components:</strong> V, S, DF</p><p><strong>Casting Time:</strong> 10 minutes</p><p><strong>Range:</strong> Touch</p><p><strong>Target:</strong> The blood of one creature</p><p><strong>Duration:</strong> 1 min./level</p><p><strong>Saving Throw:</strong> Will negates; see text</p><p><strong>Spell Resistance:</strong> No</p><p>You grant the ability of speech to a puddle of blood from a single creature, allowing it to answer several questions that you put to it. You may ask one question per two caster levels. Unasked questions are wasted if the duration expires. The blood’s knowledge is limited to what the creature knew up to the moment of bloodshed, including the languages it spoke (if any). Answers are usually brief, cryptic, or repetitive. If the creature’s alignment was different from yours, the blood gets a Will save to resist the spell.</p><p>If the blood has been subject to Blood Tell spell within the past week, the new spell fails. You can cast this spell on blood that has been spilled for any amount of time, though there must be enough to create a puddle. Long-dried blood or small puddles may give partial answers or partially correct answers.</p><p>This spell does not let you actually speak to the creature. It instead draws on the imprinted knowledge stored in the blood. The wakened blood retains the imprint of the soul that once inhabited it, and thus it can speak with all the knowledge that the creature had when the blood was shed. Blood cannot learn new information.</p><p><em>Note:</em> The cleric's divine focus must touch the blood to be questioned.</p><p>-Created by Sparky</p><p></p><p><span style="font-size: 15px">Bolt Of Glory</span></p><p><strong>Evocation [Good]</strong></p><p><strong>Level:</strong> Glory 6</p><p><strong>Components:</strong> V, S, DF</p><p><strong>Casting Time:</strong> 1 action</p><p><strong>Range:</strong> Close (25 ft. + 5 ft./level)</p><p><strong>Effect:</strong> Ray</p><p><strong>Duration:</strong> Instantaneous</p><p><strong>Saving Throw:</strong> None</p><p><strong>Spell Resistance:</strong> Yes</p><p>This spell projects a bolt of energy from the Positive Energy Plane against one creature. The caster must succeed at a ranged touch attack to strike the target. A creature struck suffers varying damage, depending on its nature and home plane of existence:</p><p>[code]Creature's Origin/Nature Damage Maximum Value</p><p>Material Plane, Elemental Plane, neutral outsider 1d6/2 levels 7d6</p><p>Negative Energy Plane, evil outsider, undead creature 1d6/level 15d6</p><p>Positive Energy Plane, good outsider - -[/code]</p><p>-From the SRD</p><p></p><p><span style="font-size: 15px">Bolts Of Bedevilment</span></p><p><strong>Enchantment [Mind-Affecting]</strong></p><p><strong>Level:</strong> Madness 5</p><p><strong>Components:</strong> V, S</p><p><strong>Casting Time:</strong> One action</p><p><strong>Range:</strong> Medium (100 ft. + 10 ft./level)</p><p><strong>Effect:</strong> Ray</p><p><strong>Duration:</strong> 1 round/level</p><p><strong>Saving Throw:</strong> Will negates</p><p><strong>Spell Resistance:</strong> Yes</p><p>This spell grants the caster the ability to make one ray attack per round. The ray dazes one living creature, clouding its mind so that it takes no action for 1d3 rounds. The creature is not stunned (so attackers get no special advantage against it), but it can’t move, cast spells, use mental abilities, and so on.</p><p></p><p><span style="font-size: 15px">Brain Spider</span></p><p><strong>Divination [Mind-Affecting]</strong></p><p><strong>Level:</strong> Cleric 8, Mind 7</p><p><strong>Components:</strong> V, S, M, DF</p><p><strong>Casting Time:</strong> 1 round</p><p><strong>Range:</strong> Long (400 ft. + 40 ft./level)</p><p><strong>Targets:</strong> Up to eight living creatures</p><p><strong>Duration:</strong> 1 min./level</p><p><strong>Saving Throw:</strong> Will negates</p><p><strong>Spell Resistance:</strong> Yes</p><p>This spell allows you to eavesdrop as a standard action on the thoughts of up to eight other creatures at once, hearing as desired:</p><ul> <li data-xf-list-type="ul">Individual trains of thought in whatever order you desire.</li> <li data-xf-list-type="ul">Information from all minds about one particular topic, thing, or being, one nugget of information per caster level.</li> <li data-xf-list-type="ul">A study of the thoughts and memories of one creature of the group in detail.</li> </ul><p>Once per round, if you do not perform a detailed study of one creature’s mind, you can attempt (as a standard action) to implant a suggestion in the mind of any one of the affected creatures. The creature can make another Will saving throw to resist the suggestion, using the save DC of the brain spider spell. (Creatures with special resistance to enchantment spells can use this resistance to keep from being affected by the suggestion.) Success on this saving throw does not negate the other effects of the brain spider spell for that creature.</p><p>You can affect all intelligent beings of your choice within range (up to the limit of eight), beginning with known or named beings. Language is not a barrier, and you need not personally know the beings The spell cannot reach those who make a successful Will save.</p><p><em>Material Component:</em> A spider of any size or kind. It can be dead, but must still have all eight legs.</p><p>-From the SRD</p><p></p><p><span style="font-size: 15px">Crown Of Glory</span></p><p><strong>Evocation</strong></p><p><strong>Level:</strong> Glory 8</p><p><strong>Components:</strong> V, S, M, DF</p><p><strong>Casting Time:</strong> 1 full round</p><p><strong>Range:</strong> Personal</p><p><strong>Area:</strong> 120-ft.-radius emanation centered on you</p><p><strong>Duration:</strong> 1 minute/level</p><p><strong>Saving Throw:</strong> Will negates</p><p><strong>Spell Resistance:</strong> Yes</p><p>The caster is imbued with an aura of celestial authority, inspiring awe in all lesser creatures.</p><p>The caster gains a +4 enhancement bonus to his or her Charisma score for the duration of the spell. All creatures with fewer than 8 HD or levels cease whatever they are doing and are compelled to pay attention to the caster. Any such creature that wants to take hostile action against the caster must make a successful Will save to do so. Any creature that does not make this saving throw the first time it attempts a hostile action is enthralled for the duration of the spell (as the enthrall spell), as long as it is in the spell’s area, nor will it try to leave the area on its own. Creatures with 8 HD or more may pay attention to the caster, but are not affected by this spell.</p><p>When the caster speaks, all listeners telepathically understand him or her, even if they do not understand the language. While the spell lasts, the caster can make up to three suggestions to creatures of fewer than 8 HD in range, as if using the mass suggestion spell (Will save negates); creatures with 8 HD or more aren’t affected by this power. Only creatures within range at the time a suggestion is given are subject to it.</p><p><em>Material Component:</em> worth at least 200 gp.</p><p>-From the SRD</p><p></p><p><span style="font-size: 15px">Disturb Equilibrium</span></p><p><strong>Enchantment [Mind Affecting]</strong></p><p><strong>Level:</strong> Sor/Wiz 1</p><p><strong>Components:</strong> V, S</p><p><strong>Casting Time:</strong> 1 Standard Action</p><p><strong>Range:</strong> Close (25 ft. plus 5 ft./2 levels)</p><p><strong>Area:</strong> 5' Radius Burst</p><p><strong>Duration:</strong> One round/level</p><p><strong>Saving Throw:</strong> Will Negates</p><p><strong>Spell Resistance:</strong> Yes</p><p>The subject becomes dizzy, losing its dexterity bonus to AC and taking a -5 penalty on balance checks. Each round on its turn, as a move action, an effected creature may make a new saving throw to end the effect.</p><p>-Created by Patlin</p><p></p><p><span style="font-size: 15px">Genesis</span></p><p><strong>Conjuration (Creation)</strong></p><p><strong>Level:</strong> Creation 9</p><p><strong>Components:</strong> V, S , M, X P</p><p><strong>Casting Time:</strong> 1 week (8 hours/day)</p><p><strong>Range:</strong> 180 ft.</p><p><strong>Effect:</strong> A demiplane on the Ethereal Plane centered on your location</p><p><strong>Duration:</strong> Instantaneous</p><p><strong>Saving Throw:</strong> None</p><p><strong>Spell Resistance:</strong> No</p><p>This spell creates an immobile, finite plane with limited access - a demi-plane.</p><p>Demiplanes created by this power are very small, minor planes. A character can cast this spell only on the Ethereal Plane. When he or she casts it, a local density fluctuation precipitates the creation of a demiplane. At first, the demiplane grows at a rate of a 1-foot-radius per day to an initial maximum radius of 180 feet as the fledgling plane draws substance from surrounding ethereal vapors and protomatter or astral ectoplasm.</p><p>The character determines the environment in the demiplane when he or she first casts genesis, reflecting most any desire he or she can visualize. The caster determines factors such as atmosphere, water, temperature, and the shape of the general terrain. However, the spell cannot create life, nor can it create construction. If desired, these must be brought in by some other fashion.</p><p>Once the basic demiplane reaches its maximum size, the character can continue to cast this spell to enlarge the demiplane if he or she is inside the boundaries of the demiplane. In such a case, the radiusof the demiplane increases by 60 feet for each subsequent casting.</p><p>If the spell is cast again while outside an existing demi-plane, the casting creates a separate bubble that does not touch or overlap any previously created demiplane.</p><p><em>XP Cost:</em> 5,000 XP. </p><p>-Derived from OGC</p><p></p><p><span style="font-size: 15px">Hardening</span></p><p><strong>Transmutation</strong></p><p><strong>Level:</strong> Sor/Wiz 6, Artifice 7</p><p><strong>Components:</strong> V, S</p><p><strong>Casting Time:</strong> 1 action</p><p><strong>Range:</strong> Touch</p><p><strong>Target:</strong> One item of a volume no greater than 10 cu. ft./level (see text)</p><p><strong>Duration:</strong> Permanent</p><p><strong>Saving Throw:</strong> None</p><p><strong>Spell Resistance:</strong> Yes (object)</p><p>This spell increases the hardness of materials. For every two caster levels, increase by 1 the hardness of the material targeted by the spell. This hardness increase improves only the material’s resistance to damage. Nothing else is modified by the improvement.</p><p>The hardening spell does not in any way affect resistance to other forms of transformation.</p><p>This spell affects up to 10 cubic feet per level of the spellcaster.</p><p>If cast upon a metal or mineral, the volume is reduced to 1 cubic foot per level.</p></blockquote><p></p>
[QUOTE="Living Enworld Judge, post: 2464527, member: 13889"] [b]Spells - A to I[/b] [SIZE=4]Armor Of Darkness[/SIZE] [B]Abjuration [Darkness] Level:[/B] Darkness 4 [B]Components: [/B]V, S, DF [B]Casting Time:[/B] 1 action [B]Range:[/B] Touch Target: Creature touched [B]Duration:[/B] 10 minutes/level [B]Saving Throw:[/B] Will negates (harmless) [B]Spell Resistance:[/B] Yes (harmless) The spell envelops the warded creature in a shroud of shadows. The shroud can, if the caster desires, conceal the wearer’s features. In any case, it grants the recipient a +3 deflection bonus to Armor Class plus an additional +1 for every four caster levels (maximum bonus +8). The subject can see through the armor as if it did not exist and is also afforded darkvision with a range of 60 feet. Finally, the subject gains a +2 bonus on saving throws against any holy, good, or light spells or effects. Undead creatures that are subjects of armor of darkness also gain +4 turn resistance. -Derived from OGC [size=4]Ashnar's Athleticate Augmentation [COLOR=Red](Private Spell, not researched yet)[/COLOR][/SIZE] [B]Transmutation Level:[/B] Sor/Wiz 2 [B]Components:[/B] V, S [B]Casting Time:[/B] 1 standard action [B]Range:[/B] Personal [B]Target:[/B] You [B]Duration:[/B] 1 min./level (D) You get an enhancement bonus on Climb, Jump checks, and Swim checks equal to your caster level, to a maximum of +10. In addition, when running, you retain your Dexterity bonus to Armor Class. [I]After constant reminders about his physical inadequacy, Ashnar considered creating a spell to aid with this all-too-common adventuring hurdle.[/I] -Created by Knight Otu [size=4]Ashnar's Fiery Shackles [COLOR=Red](Private Spell, not researched yet)[/COLOR][/SIZE] [B]Conjuration (Creation) [Fire] Level:[/B] Sor/Wiz 2 [B]Components:[/B] V, S, F [B]Casting Time:[/B] 1 standard action [B]Range:[/B] Close (25 ft. + 5 ft./2 levels) [B]Target:[/B] One creature [B]Duration:[/B] 1 round/level (D) [B]Saving Throw:[/B] Reflex negates [B]Spell Resistance:[/B] Yes Fiery shackles enwrap the limbs of the target, preventing it from moving in any meaningful way without harming itself. The target can take purely mental actions (such as spells without any components), actions that only involve speaking (including spells with only verbal components), and five foot steps without activating the spell. Any other action activates the spell. Also, the target cannot make a successful reflex save without activating the fiery shackles, and must remain flat-footed to prevent the spell from being activated. However, the target is not helpless. Activating the spell deals 3d6 points of fire damage +1 point per caster level (maximum +10) to the target. The spell can be activated multiple times in its duration, but no more than once per round. The target can attempt an Escape Artist check (DC equal to the spell's DC plus 5) to escape the shackles. An Escape Artist check that fails by 4 or less means that the target could not escape, but did not cause the shackles to activate. An Escape Artist check that fails by 5 or more activates the shackles as above. [I]Focus:[/I] A set of masterwork manacles (costing 50 gp). -Created by Knight Otu [SIZE=4]Ashnar's Mark [COLOR=Red](Now a public spell)[/COLOR][/SIZE] [b]Abjuration Level:[/B] Sor/Wiz 1 [B]Components:[/B] V, S [B]Casting Time:[/B] 1 standard action [B]Range:[/B] Touch [B]Target:[/B] Creature touched [B]Duration:[/B] Permanent (D) (see text) [B]Saving Throw:[/B] Will negates (harmless) [B]Spell Resistance:[/B] Yes (harmless) The caster chooses one of his spells that is currently active, and makes the target immune to that particular casting. This immunity is like an unbeatable spell resistance (similar to spell immunity), and reduces any hit point damage by the spell to 0. The immunity neither extends to other spells cast by the caster (including other instances of the same spell), nor grants any protection against spells cast by other casters. The spell must have a duration other than instantaneous, must still be active when Ashnar’s mark is cast, and, at the time of casting, may be no farther than close range (25 ft. + 5 ft./2 levels) from the caster. A caster may have no more than 1 Ashnar’s mark per caster level in existance. When the spell that a Ashnar’s mark protects against ends in any way, that Ashnar’s mark ends, too. -Created by Knight Otu [SIZE=4]Ashnar's Pyromagical Enhancement, Lesser [COLOR=Red](Private Spell, not researched yet)[/COLOR][/SIZE] [B]Transmutation [Fire] Level:[/B] Sor/Wiz 2 [B]Components:[/B] V, S [B]Casting Time:[/B] 1 standard action [B]Range:[/B] Personal [B]Target:[/B] You [B]Duration:[/B] 1 round (cannot be extended) All spells of level 3 or lower the caster casts while this spell is in effect are empowered by the destructive power of fire. This has a number of effects, depending on the nature of the spell being altered: [list][*]If the spell has the fire descriptor and deals energy damage, it deals an additional amount of fire damage equal to the caster level, to a maximum of 10.C [*]If the spell deals energy damage without dealing fire damage, it instead deals fire damage, and gains the fire descriptor, but loses any other energy descriptor. [*]If the spell has the fire descriptor, but deals no damage, it is instead cast at the normal caster level +1. The caster may choose to forgoe this option and deal damage instead. [*]If none of the above conditions is met, the caster may have the spell deal 1d6 points of fire damage to its target.[/list] [I]Note:[/I] The duration of Ashnar's Lesser Pyromagical Enhancement cannot be extended or otherwise made longer than 1 round. -Created by Knight Otu [SIZE=4]Ashnar's Pyromagical Enhancement [COLOR=Red](Private Spell, not researched yet)[/COLOR][/SIZE] [B]Transmutation [Fire] Level:[/B] Sor/Wiz 4 [B]Duration:[/B] 2 rounds (cannot be extended) This spell works exactly as Ashnar's Lesser Pyromagical Enhancement, except as noted above, and as follows. The spell affects spells of up to level 5 with one of the following effects. [list][*]If the spell has the fire descriptor and deals energy damage, it deals an additional amount of fire damage equal to the caster level, to a maximum of 15. [*]If the spell deals energy damage without dealing fire damage, it instead deals fire damage, and gains the fire descriptor, but loses any other energy descriptor. [*]If the spell has the fire descriptor, but deals no damage, it is instead cast at the normal caster level +2. The caster may choose to forgoe this option and deal damage instead. [*]If none of the above conditions is met, the caster may have the spell deal 3d6 points of fire damage to its target.[/list] [I]Note:[/I] The duration of Ashnar's Pyromagical Enhancement cannot be extended or otherwise made longer than 2 rounds. -Created by Knight Otu [SIZE=4]Ashnar's Pyromagical Enhancement, Greater [COLOR=Red](Private Spell, not researched yet)[/COLOR][/SIZE] [B]Transmutation [Fire] Level:[/B] Sor/Wiz 8 [B]Duration:[/B] 3 rounds (cannot be extended) This spell works exactly as Ashnar's Lesser Pyromagical Enhancement, except as noted above, and as follows. The spell affects spells of up to level 9 with one of the following effects. [list][*]If the spell has the fire descriptor and deals energy damage, it deals an additional amount of fire damage equal to the caster level, to a maximum of 20. [*]If the spell deals energy damage without dealing fire damage, it instead deals fire damage, and gains the fire descriptor, but loses any other energy descriptor. [*]If the spell has the fire descriptor, but deals no damage, it is instead cast at the normal caster level +4. The caster may choose to forgoe this option and deal damage instead. [*]If none of the above conditions is met, the caster may have the spell deal 7d6 points of fire damage to its target.[/list] [I]Note:[/I] The duration of Ashnar's Greater Pyromagical Enhancement cannot be extended or otherwise made longer than 3 rounds. -Created by Knight Otu [SIZE=4]Ashnar's Reflect Domination [COLOR=Red](Private Spell, not researched yet)[/COLOR][/SIZE] [b]Abjuration Level:[/b] Sor/Wiz 5 [b]Components:[/b] V, S, M [b]Casting Time:[/b] 1 standard action [b]Range:[/b] Personal [b]Target:[/b] You [b]Duration:[/b] Until expended or 10 min./level Fear spells and spell-like effects and Mind-Affecting spells and spell-like effects targeted on you are turned back upon the original caster. The abjuration turns only spells that have you as a target. Effect and area spells are not affected. [I]Ashnar's reflect domination[/I] also fails to stop touch range spells. The next spell of 5th level or lower is affected by the turning. When you are targeted by a spell of higher level than 5th, that spell has its normal effect, but [I]Ashnar's reflect domination[/I] is not expended. You cannot be under the effect of multiple spell turning effects (such as [I]spell turning[/I] and [I]Ashnar's reflect domination[/I]). When you cast a new spell turning effect, the old one immediately ends. If you and a spellcasting attacker are both warded by spell turning effects in operation, a resonating field is created. [code]Roll randomly to determine the result. d% Effect 01–70 Spell drains away without effect. 71–80 Spell affects both of you equally at full effect. 81–97 Both turning effects are rendered nonfunctional for 1d4 minutes. 98–100 Both of you go through a rift into another plane.[/code] [i]Material Component:[/i] A small silver mirror. [i]Ashnar's phantasmal killer were the many faces of failure. He swore that he would never have to face it again.[/i] -Created by Knight Otu [SIZE=4]Ashnar's Shield Swarm [COLOR=Red](Private Spell, not researched yet)[/COLOR][/SIZE] [B]Abjuration [Force] Level:[/B] Sor/Wiz 3 [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] Up to 1 ally/level [B]Duration:[/B] 1 minute/level (D) [B]Saving Throw:[/B] Will negates (harmless) [B]Spell Resistance:[/B] Yes (harmless) Small shields of force start hovering around the targets, intercepting attacks made against him or her. You create one shield per caster level, to a maximum of 15 shields, and distribute them among you and your allies as you wish, except that no character may have more than five of these shields. Affected allies gain a shield bonus to their Armor Class equal to the number of shields distributed to them. This bonus applies against incorporeal touch attacks, since it is a force effect. The shields have no armor check penalty or arcane spell failure chance. Shields that cannot be distributed are lost. -Created by Knight Otu [SIZE=4]Ashnar's Sparkstrike [COLOR=Red](Private Spell)[/COLOR][/SIZE] [B]Evocation [Fire] Level:[/B] Sor/Wiz 1 [B]Components:[/B] V, S [B]Casting Time:[/B] 1 standard action [B]Range:[/B] Medium (100 ft. + 10 ft./level) [B]Targets:[/B] One primary target, plus one secondary target/level (each of which must be within 30 ft. of the primary target) [B]Duration:[/B] Instantaneous [B]Saving Throw:[/B] Reflex half [B]Spell Resistance:[/B] Yes The caster creates a flitting spark of fire that jolts towards the primary target, then splits and arcs to other targets. The spark deals 1d6 points of fire damage to the primary target. After it strikes, sparks can arc to a number of secondary targets equal to your caster level (maximum 5). The secondary sparks each strike one target and deal half as much damage as the primary one did (rounded down). Each target can attempt a Reflex saving throw for half damage. You choose secondary targets as you like, but they must all be within 30 feet of the primary target, and no target can be struck more than once. You can choose to affect fewer secondary targets than the maximum. -Created by Knight Otu [SIZE=4]Blacklight[/SIZE] [B]Evocation [Darkness] Level:[/B] Darkness 3, Sor/Wiz 3 [B]Components:[/B] V, S, M [B]Casting Time:[/B] 1 action [B]Range:[/B] Close (25 ft. + 5 ft./2 levels) [B]Area:[/B] A 20-ft.-radius emanation centered on a creature, object, or point in space [B]Duration:[/B] 1 round/level (D) [B]Saving Throw:[/B] Will negates or none (object) [B]Spell Resistance:[/B] Yes or no (object) The caster creates an area of total darkness. The darkness is impenetrable to normal vision and darkvision, but the caster can see normally within the blacklit area. Creatures outside the spell’s area, even the caster, cannot see through it. The spell can be cast on a point in space, but the effect is stationary cast on a mobile object. A character can cast the spell on a creature, and the effect then radiates from the creature and moves as it moves. Unattended objects and points in space do not get saving throws or benefit from spell resistance. Blacklight counters or dispels any light spell of equal or lower level. The 3rd-level cleric spell daylight counters or dispels blacklight. -Derived from OGC [SIZE=4]Blood Tell[/SIZE] [B]Necromancy [Language-Dependent] Level:[/B] Blood 6 [B]Components:[/B] V, S, DF [B]Casting Time:[/B] 10 minutes [B]Range:[/B] Touch [B]Target:[/B] The blood of one creature [B]Duration:[/B] 1 min./level [B]Saving Throw:[/B] Will negates; see text [B]Spell Resistance:[/B] No You grant the ability of speech to a puddle of blood from a single creature, allowing it to answer several questions that you put to it. You may ask one question per two caster levels. Unasked questions are wasted if the duration expires. The blood’s knowledge is limited to what the creature knew up to the moment of bloodshed, including the languages it spoke (if any). Answers are usually brief, cryptic, or repetitive. If the creature’s alignment was different from yours, the blood gets a Will save to resist the spell. If the blood has been subject to Blood Tell spell within the past week, the new spell fails. You can cast this spell on blood that has been spilled for any amount of time, though there must be enough to create a puddle. Long-dried blood or small puddles may give partial answers or partially correct answers. This spell does not let you actually speak to the creature. It instead draws on the imprinted knowledge stored in the blood. The wakened blood retains the imprint of the soul that once inhabited it, and thus it can speak with all the knowledge that the creature had when the blood was shed. Blood cannot learn new information. [I]Note:[/I] The cleric's divine focus must touch the blood to be questioned. -Created by Sparky [SIZE=4]Bolt Of Glory[/SIZE] [B]Evocation [Good] Level:[/B] Glory 6 [B]Components:[/B] V, S, DF [B]Casting Time:[/B] 1 action [B]Range:[/B] Close (25 ft. + 5 ft./level) [B]Effect:[/B] Ray [B]Duration:[/B] Instantaneous [B]Saving Throw:[/B] None [B]Spell Resistance:[/B] Yes This spell projects a bolt of energy from the Positive Energy Plane against one creature. The caster must succeed at a ranged touch attack to strike the target. A creature struck suffers varying damage, depending on its nature and home plane of existence: [code]Creature's Origin/Nature Damage Maximum Value Material Plane, Elemental Plane, neutral outsider 1d6/2 levels 7d6 Negative Energy Plane, evil outsider, undead creature 1d6/level 15d6 Positive Energy Plane, good outsider - -[/code] -From the SRD [SIZE=4]Bolts Of Bedevilment[/SIZE] [B]Enchantment [Mind-Affecting] Level:[/B] Madness 5 [B]Components:[/B] V, S [B]Casting Time:[/B] One action [B]Range:[/B] Medium (100 ft. + 10 ft./level) [B]Effect:[/B] Ray [B]Duration:[/B] 1 round/level [B]Saving Throw:[/B] Will negates [B]Spell Resistance:[/B] Yes This spell grants the caster the ability to make one ray attack per round. The ray dazes one living creature, clouding its mind so that it takes no action for 1d3 rounds. The creature is not stunned (so attackers get no special advantage against it), but it can’t move, cast spells, use mental abilities, and so on. [SIZE=4]Brain Spider[/SIZE] [B]Divination [Mind-Affecting] Level:[/B] Cleric 8, Mind 7 [B]Components:[/B] V, S, M, DF [B]Casting Time:[/B] 1 round [B]Range:[/B] Long (400 ft. + 40 ft./level) [B]Targets:[/B] Up to eight living creatures [B]Duration:[/B] 1 min./level [B]Saving Throw:[/B] Will negates [B]Spell Resistance:[/B] Yes This spell allows you to eavesdrop as a standard action on the thoughts of up to eight other creatures at once, hearing as desired: [list][*]Individual trains of thought in whatever order you desire. [*]Information from all minds about one particular topic, thing, or being, one nugget of information per caster level. [*]A study of the thoughts and memories of one creature of the group in detail.[/list] Once per round, if you do not perform a detailed study of one creature’s mind, you can attempt (as a standard action) to implant a suggestion in the mind of any one of the affected creatures. The creature can make another Will saving throw to resist the suggestion, using the save DC of the brain spider spell. (Creatures with special resistance to enchantment spells can use this resistance to keep from being affected by the suggestion.) Success on this saving throw does not negate the other effects of the brain spider spell for that creature. You can affect all intelligent beings of your choice within range (up to the limit of eight), beginning with known or named beings. Language is not a barrier, and you need not personally know the beings The spell cannot reach those who make a successful Will save. [I]Material Component:[/I] A spider of any size or kind. It can be dead, but must still have all eight legs. -From the SRD [SIZE=4]Crown Of Glory[/SIZE] [B]Evocation Level:[/B] Glory 8 [B]Components:[/B] V, S, M, DF [B]Casting Time:[/B] 1 full round [B]Range:[/B] Personal [B]Area:[/B] 120-ft.-radius emanation centered on you [B]Duration:[/B] 1 minute/level [B]Saving Throw:[/B] Will negates [B]Spell Resistance:[/B] Yes The caster is imbued with an aura of celestial authority, inspiring awe in all lesser creatures. The caster gains a +4 enhancement bonus to his or her Charisma score for the duration of the spell. All creatures with fewer than 8 HD or levels cease whatever they are doing and are compelled to pay attention to the caster. Any such creature that wants to take hostile action against the caster must make a successful Will save to do so. Any creature that does not make this saving throw the first time it attempts a hostile action is enthralled for the duration of the spell (as the enthrall spell), as long as it is in the spell’s area, nor will it try to leave the area on its own. Creatures with 8 HD or more may pay attention to the caster, but are not affected by this spell. When the caster speaks, all listeners telepathically understand him or her, even if they do not understand the language. While the spell lasts, the caster can make up to three suggestions to creatures of fewer than 8 HD in range, as if using the mass suggestion spell (Will save negates); creatures with 8 HD or more aren’t affected by this power. Only creatures within range at the time a suggestion is given are subject to it. [I]Material Component:[/I] worth at least 200 gp. -From the SRD [SIZE=4]Disturb Equilibrium[/SIZE] [B]Enchantment [Mind Affecting] Level:[/B] Sor/Wiz 1 [B]Components:[/B] V, S [B]Casting Time:[/B] 1 Standard Action [B]Range:[/B] Close (25 ft. plus 5 ft./2 levels) [B]Area:[/B] 5' Radius Burst [B]Duration:[/B] One round/level [B]Saving Throw:[/B] Will Negates [B]Spell Resistance:[/B] Yes The subject becomes dizzy, losing its dexterity bonus to AC and taking a -5 penalty on balance checks. Each round on its turn, as a move action, an effected creature may make a new saving throw to end the effect. -Created by Patlin [SIZE=4]Genesis[/SIZE] [B]Conjuration (Creation) Level:[/B] Creation 9 [B]Components:[/B] V, S , M, X P [B]Casting Time:[/B] 1 week (8 hours/day) [B]Range:[/B] 180 ft. [B]Effect:[/B] A demiplane on the Ethereal Plane centered on your location [B]Duration:[/B] Instantaneous [B]Saving Throw:[/B] None [B]Spell Resistance:[/B] No This spell creates an immobile, finite plane with limited access - a demi-plane. Demiplanes created by this power are very small, minor planes. A character can cast this spell only on the Ethereal Plane. When he or she casts it, a local density fluctuation precipitates the creation of a demiplane. At first, the demiplane grows at a rate of a 1-foot-radius per day to an initial maximum radius of 180 feet as the fledgling plane draws substance from surrounding ethereal vapors and protomatter or astral ectoplasm. The character determines the environment in the demiplane when he or she first casts genesis, reflecting most any desire he or she can visualize. The caster determines factors such as atmosphere, water, temperature, and the shape of the general terrain. However, the spell cannot create life, nor can it create construction. If desired, these must be brought in by some other fashion. Once the basic demiplane reaches its maximum size, the character can continue to cast this spell to enlarge the demiplane if he or she is inside the boundaries of the demiplane. In such a case, the radiusof the demiplane increases by 60 feet for each subsequent casting. If the spell is cast again while outside an existing demi-plane, the casting creates a separate bubble that does not touch or overlap any previously created demiplane. [I]XP Cost:[/I] 5,000 XP. -Derived from OGC [SIZE=4]Hardening[/SIZE] [B]Transmutation Level:[/B] Sor/Wiz 6, Artifice 7 [B]Components:[/B] V, S [B]Casting Time:[/B] 1 action [B]Range:[/B] Touch [B]Target:[/B] One item of a volume no greater than 10 cu. ft./level (see text) [B]Duration:[/B] Permanent [B]Saving Throw:[/B] None [B]Spell Resistance:[/B] Yes (object) This spell increases the hardness of materials. For every two caster levels, increase by 1 the hardness of the material targeted by the spell. This hardness increase improves only the material’s resistance to damage. Nothing else is modified by the improvement. The hardening spell does not in any way affect resistance to other forms of transformation. This spell affects up to 10 cubic feet per level of the spellcaster. If cast upon a metal or mineral, the volume is reduced to 1 cubic foot per level. [/QUOTE]
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