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ShortQuests -- Pocket Sized Adventures! An all-new collection of digest-sized D&D adventures designed for 1-2 game sessions.
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Some spells for review [3.0]
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<blockquote data-quote="Cedric" data-source="post: 2209513" data-attributes="member: 2044"><p>Hayden’s Hyper Missile Swarm</p><p>Evocation [Force]</p><p>Level: Sor/Wiz 5</p><p>Components: V, S</p><p>Casting Time: Standard action</p><p>Range: Long (400 ft + 40 ft/level)</p><p>Targets: Up to 5 creatures, no 2 of which may be more than 60 ft apart</p><p>Duration: Instantaneous</p><p>Saving Throw: None</p><p>Spell Resistance: Yes</p><p></p><p>Five missiles of magical energy darts forth from your fingertip and strike your target(s), dealing 3d4+3 points of force damage each.</p><p>The missiles strikes unerringly, even if the target is in melee combat or has less than total cover or total concealment. Specific parts of a creature can’t be singled out. Inanimate objects are not damaged by the spell.</p><p></p><p>Multiple missiles can strike a single creature or several creatures. A single missile can strike only one creature. You must designate targets before you check for spell resistance or roll damage.</p><p></p><p>Special: Upon striking a <em>Shield</em> spell, the missile makes a standard dispel magic check. On a successful attempt, the <em>Shield</em> spell is taken down as that single missile is blocked. On a failed attempt the missile is blocked. Each successive missile gets its own check. </p><p></p><p>Special: Upon striking a <em>Wall of Force</em>, the rules are as above, though the dispel magic attempt is made with a penalty of -10. </p><p></p><p></p><p></p><p>Call of the Sunspawn</p><p>Conjuration [Light, Fear]</p><p>Level: Clr 8, Sun 8</p><p>Components: V, S, DF</p><p>Casting Time: Full Round action</p><p>Range: Long (400 ft + 40 ft/level)</p><p>Area: 240-ft. radius</p><p>Duration: 10 min/level (D)</p><p>Saving Throw: Will Partial</p><p>Spell Resistance: No</p><p></p><p><em>Call of the Sunspawn</em> causes a 240-ft. radius area to erupt with natural sunlight from above, dim light extends for an additional 240-ft radius beyond that. Creatures that take penalties or suffer negative affects of sunlight also take them within the 240-ft. radius of this spell. This spell is natural sunlight for the purposes of creatures that are damaged or destroyed by bright light. </p><p></p><p><em>Call of the Sunspawn</em> begins with the loud roar of a lion and the following round the sky erupts with Sunlight. Undead creatures and creatures affected by sunlight or ultraviolet light within the area of affect must make a Will saving throw or be affected as if by Fear for d4+1 rounds. This includes creatures normally immune to mind-affecting spells.</p><p></p><p><em>Call of the Sunspawn</em> counters or dispels any darkness spell below 9th level. </p><p></p><p></p><p>Wings of the Wayfinder</p><p>Transmutation</p><p>Level: Sor/Wiz 7</p><p>Components: V, S, M</p><p>Casting Time: Standard action</p><p>Range: Personal</p><p>Duration: 1 hour/level</p><p>Saving Throw: None</p><p>Spell Resistance: Yes (harmless)</p><p></p><p>The caster can fly with a speed of 240 feet (or 180 feet if wearing medium or heavy armor). The caster can fly up at half speed and descend at double speed. The caster’s maneuverability rating is perfect. Using this spell requires as much concentration as walking, so the caster can attack or cast spells normally. The caster can charge but not run, and cannot carry aloft more weight than maximum load, plus any armor being worn. </p><p></p><p>Should the spell duration expire while the caster is still aloft, the magic slowly fails. The caster drops 60 feet per round for 2d6 rounds. If it reaches the ground in that amount of time, it lands safely. If not, it drops the rest of the distance. Since dispelling a spell effectively ends it, the caster also falls in this way if the spell is dispelled.</p><p></p><p></p><p>Solisitian’s Searing Blast</p><p>Evocation </p><p>Level: Clr 6, Sun 6</p><p>Components: V, S, DF</p><p>Casting Time: Standard action</p><p>Range: 60 ft. Cone</p><p>Area: Cone shaped burst</p><p>Duration: Instantaneous</p><p>Saving Throw: Reflex Half</p><p>Spell Resistance: Yes </p><p></p><p>Focusing divine power like rays from the sun, you project a blast of light from your open palm in a cone shaped burst. A creature struck by this ray of light takes 1d8 points of damage per two caster levels (maximum 10d8). An undead creature takes 1d6 points of damage per caster level (maximum 20d6), and an undead creature particularly vulnerable to bright light takes 1d8 points of damage per caster level (maximum 20d8). A construct or inanimate object takes only 1d6 points of damage per two caster levels (maximum 10d6).</p><p></p><p></p><p>Banir’s Whimsey</p><p>Universal </p><p>Level: Sor/Wiz 4</p><p>Components: V, S, F</p><p>Casting Time: Standard action</p><p>Range: 20 ft. </p><p>Target, Effect or Area: See Text</p><p>Duration: 1 hour/level</p><p>Saving Throw: Will Negates</p><p>Spell Resistance: Yes </p><p></p><p>Similar to <em>Prestidigitation</em> once cast, a <em>Banir’s Whimsey</em> spell enables you to perform simple magical effects for 1 hour/level. The effects are moderate and have limitations. <em>Banir’s Whimsey</em> can lift 1 lb/level of material or can apport 1 lb/level of material up to 20 ft. It can color, clean, or soil items in a 1-foot cube/level each round. It can chill, warm, or flavor 1 pound/level of nonliving material. It cannot deal damage or affect the concentration of spellcasters. Small, simple objects can be created. Any actual change to an object (beyond just moving, cleaning, or soiling it) persists only 1 hour/level. Can create aromas, mists, vapors, smoke, but not to the point of obscuring or damaging anything and can raise or lower temperature by 10 degrees in 20 ft. radius.</p><p></p><p>As a free action, once per round, it can duplicate the effects of <em>Mimic, Mending, Open/Close, Light, Dancing Lights, Ghost Sound, Silent Image, Ventriloquism and Hold Portal</em>. </p><p></p><p>Any subject affected by <em>Banir’s Whimsey[/i[ is due a Will save to negate the effect. </em></p><p><em>Arcane Focus: Large, decorative wand with adornments worth at least 400gp.</em></p></blockquote><p></p>
[QUOTE="Cedric, post: 2209513, member: 2044"] Hayden’s Hyper Missile Swarm Evocation [Force] Level: Sor/Wiz 5 Components: V, S Casting Time: Standard action Range: Long (400 ft + 40 ft/level) Targets: Up to 5 creatures, no 2 of which may be more than 60 ft apart Duration: Instantaneous Saving Throw: None Spell Resistance: Yes Five missiles of magical energy darts forth from your fingertip and strike your target(s), dealing 3d4+3 points of force damage each. The missiles strikes unerringly, even if the target is in melee combat or has less than total cover or total concealment. Specific parts of a creature can’t be singled out. Inanimate objects are not damaged by the spell. Multiple missiles can strike a single creature or several creatures. A single missile can strike only one creature. You must designate targets before you check for spell resistance or roll damage. Special: Upon striking a [i]Shield[/i] spell, the missile makes a standard dispel magic check. On a successful attempt, the [i]Shield[/i] spell is taken down as that single missile is blocked. On a failed attempt the missile is blocked. Each successive missile gets its own check. Special: Upon striking a [i]Wall of Force[/i], the rules are as above, though the dispel magic attempt is made with a penalty of -10. Call of the Sunspawn Conjuration [Light, Fear] Level: Clr 8, Sun 8 Components: V, S, DF Casting Time: Full Round action Range: Long (400 ft + 40 ft/level) Area: 240-ft. radius Duration: 10 min/level (D) Saving Throw: Will Partial Spell Resistance: No [i]Call of the Sunspawn[/i] causes a 240-ft. radius area to erupt with natural sunlight from above, dim light extends for an additional 240-ft radius beyond that. Creatures that take penalties or suffer negative affects of sunlight also take them within the 240-ft. radius of this spell. This spell is natural sunlight for the purposes of creatures that are damaged or destroyed by bright light. [i]Call of the Sunspawn[/i] begins with the loud roar of a lion and the following round the sky erupts with Sunlight. Undead creatures and creatures affected by sunlight or ultraviolet light within the area of affect must make a Will saving throw or be affected as if by Fear for d4+1 rounds. This includes creatures normally immune to mind-affecting spells. [i]Call of the Sunspawn[/i] counters or dispels any darkness spell below 9th level. Wings of the Wayfinder Transmutation Level: Sor/Wiz 7 Components: V, S, M Casting Time: Standard action Range: Personal Duration: 1 hour/level Saving Throw: None Spell Resistance: Yes (harmless) The caster can fly with a speed of 240 feet (or 180 feet if wearing medium or heavy armor). The caster can fly up at half speed and descend at double speed. The caster’s maneuverability rating is perfect. Using this spell requires as much concentration as walking, so the caster can attack or cast spells normally. The caster can charge but not run, and cannot carry aloft more weight than maximum load, plus any armor being worn. Should the spell duration expire while the caster is still aloft, the magic slowly fails. The caster drops 60 feet per round for 2d6 rounds. If it reaches the ground in that amount of time, it lands safely. If not, it drops the rest of the distance. Since dispelling a spell effectively ends it, the caster also falls in this way if the spell is dispelled. Solisitian’s Searing Blast Evocation Level: Clr 6, Sun 6 Components: V, S, DF Casting Time: Standard action Range: 60 ft. Cone Area: Cone shaped burst Duration: Instantaneous Saving Throw: Reflex Half Spell Resistance: Yes Focusing divine power like rays from the sun, you project a blast of light from your open palm in a cone shaped burst. A creature struck by this ray of light takes 1d8 points of damage per two caster levels (maximum 10d8). An undead creature takes 1d6 points of damage per caster level (maximum 20d6), and an undead creature particularly vulnerable to bright light takes 1d8 points of damage per caster level (maximum 20d8). A construct or inanimate object takes only 1d6 points of damage per two caster levels (maximum 10d6). Banir’s Whimsey Universal Level: Sor/Wiz 4 Components: V, S, F Casting Time: Standard action Range: 20 ft. Target, Effect or Area: See Text Duration: 1 hour/level Saving Throw: Will Negates Spell Resistance: Yes Similar to [i]Prestidigitation[/i] once cast, a [i]Banir’s Whimsey[/i] spell enables you to perform simple magical effects for 1 hour/level. The effects are moderate and have limitations. [i]Banir’s Whimsey[/i] can lift 1 lb/level of material or can apport 1 lb/level of material up to 20 ft. It can color, clean, or soil items in a 1-foot cube/level each round. It can chill, warm, or flavor 1 pound/level of nonliving material. It cannot deal damage or affect the concentration of spellcasters. Small, simple objects can be created. Any actual change to an object (beyond just moving, cleaning, or soiling it) persists only 1 hour/level. Can create aromas, mists, vapors, smoke, but not to the point of obscuring or damaging anything and can raise or lower temperature by 10 degrees in 20 ft. radius. As a free action, once per round, it can duplicate the effects of [i]Mimic, Mending, Open/Close, Light, Dancing Lights, Ghost Sound, Silent Image, Ventriloquism and Hold Portal[/i]. Any subject affected by [i]Banir’s Whimsey[/i[ is due a Will save to negate the effect. Arcane Focus: Large, decorative wand with adornments worth at least 400gp.[/i] [/QUOTE]
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Some spells for review [3.0]
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