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Banish
Target become ethereal.
Transmutation
Level: Sor/Wiz 8
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: 1 round/level
Saving Throw: Will negates
Spell Resistance: Yes
Description
This spell causes the target to become ethereal, unable to interact with the material world in any way until the duration ends.
Spell Effect
The target becomes invisible and intangible for the spell's duration. The caster can still see her, although he cannot affect her with further spells unless he also shifts into the ethereal. The effects of being ethereal are identical to those described under ethereal jaunt, with the additional changes for Warcraft as described in "Spells," above.
Bladestorm
The caster creates two magical longsword.
Transmutation
Level: Sor/Wiz 3
Components: V, S, M
Casting Time: 1 standard action
Range: Personal
Duration: 1 round/level (D)
Saving Throw: None
Spell Resistance: None
Description
The caster magically creates a pair of sharp swords, and he becomes a whirling dervish of bladed carnage.
Spell Effect
The caster creates two longswords. The longswords are treated as having an enhancement bonus to attack and damage of +1 per 3 caster levels (maximum +5). Starting on the following round, for 1 round per level, the caster may perform a full attack action, giving up all regular attacks to make one melee attack at the caster's full base attack bonus against each opponent within 5 feet. If the caster does not make a full attack each round, the effect ends.
If the caster is disarmed of one or both of these blades, they reappear in his hands at the start of his next action as long as the spell remains active. The caster is considered proficient with the longsword for the duration of the spell.
Material Components: Two knives, one for each hand. They meld with the caster's arms and are lost when the spell ends.
Blizzard
Sleet, snow, and hail batter the caster's foes.
Evocation [Cold]
Level: Sor/Wiz 3
Components: V, S, M
Casting Time: 1 standard action
Range: long (400 ft. + 40 ft./level)
Target: Cylinder (20-ft. radius, 40 ft. high)
Duration: Concentration, up to 1 round/2 levels
Saving Throw: None
Spell Resistance: Yes
Description
This spell calls hailstones and cutting ice shards down upon the caster's enemies.
Spell Effect
Freezing sleet, snow, and hail pound down, dealing 1d6 points of impact and 1d6 points of cold damage per round to creatures in the area of effect. The caster may maintain concentration on the spell for up to 5 rounds.
Material Component: A pinch of dust and a few drops of water.
Bloodlust
Spirits give target extra attacks and +4 Strength.
Transmutation
Level: Sha 3, Sor/Wiz 4
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target:One creature
Duration:1 round/level
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)
Description
The caster summons enraged spirits into the target, heightening the target's strength and reflexes for a brief period of time.
Spell Effect
The transmutated creature moves and acts more quickly than normal. This extra speed allows 1 extra attack per round. On this turn, the subject may make this extra attack either before of after his regular action.
The transmuted creature is also imbued with extra strength. The spell grants a +4 enhancement bonus to Strength, adding the usual benefits to melee attack rolls, melee damage rolls, and other uses of the Strength modifier.
Bloodlust is dispelled and countered by slow.
Material Component: A drop of blood mingled with earth.
Cannibalize
Caster regains hit points by consuming corpses.
Necromancy [Evil]
Level: Ncr 2
Components: V, S
Casting Time: Concentration, up to 4 rounds
Range: Personal
Target: One corpse
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
Description
The caster gains some of the traits of a ghoul, especially the creature's bone-cracking jaw and extended tongue. The caster may consume flesh from a corpse to regain health.
Spell Effect
There is no saving throw because this spell works only on dead creatures and heals only the caster. The corpse must be mostly intact and must have a true anatomy (so gelatinous cubes are not allowed).
By consuming the corpse's flesh, the caster regains 1d8 hit points per round of concentration, up to his maximum number of hit points. Once a corpse has been consumed, very little flesh remains and the corpse is no longer considered intact. A corpse can thus be the target of this spell only once.
Carrion Swarm
A swarm of vermin attacks creatures.
Conjuration (Summoning)
Level: Sor/Wiz 5
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5ft./2 levels)
Target: Cone
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
Description
A swarm of bats, poisonous spiders, flying beetles, and other such vermin extend out from the caster's hand to create a cone-shaped area of effect.
Spell Effect
This swarm of vermin causes 1d6 points of damage per caster level (maximum 15d6). The swarm's attacks are non-magical. Creatures that are immune to poison take half damage (one quarter with a successful saving throw). Damage reduction or being incorporeal makes a creature immune to damage from carrion swarm.
Material Component: A dead beetle, spider, or other vermin.
Cripple
The target suffers penalties to attacks, damage, Reflex saves, jumping, and Strength.
Transmutation
Level: Sor/Wiz 2
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living creature
Duration: 1 round/level
Saving Throw: Will negates
Spell Resistance: Yes
Description
The affected creature moves and attacks at a drastically slowed rate as its limbs wither for the spell's duration.
Spell Effect
The creature can take only a partial action each turn. Additionally, it suffers a -2 penalty to AC, melee attack rolls, melee damage rolls, and Reflex saves. The affected creature jumps half as far as normal.
Additionally, the affected creature suffers a -1d6 penalty to Strength, with an additional -1 per 2 caster levels (maximum additional penalty of -5). The subject's Strength score cannot drop below 1.
Cripple is countered and dispelled by haste.
Death Coil
Deals negative energy damage to living targets and heals undead.
Necromancy
Level: Hlr 3, Ncr 3
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: Instantaneous
Saving Throw: Will half (see text)
Spell Resistance: Yes
Description
A coil of negative energy projects out from the caster's extended palm and unerringly strikes its target.
Spell Effect
The coil deals 2d8 points of negative energy damage +1 point per caster level (up to +10) to living creatures; a successful Will save halves the damage.
Since undead are powered by negative energy, this spell cures them of a like amount of damage, rather than harms them.
Death Coil, Greater
Level: Hlr 4, Ncr 4
As death coil, except that it deals 3d8 points of negative energy damage +1 point per caster level (up to +15).
Death Coil, Lesser
Level: Hlr 2, Ncr 2
As death coil, except that it deals 1d8 points of negative energy damage +1 point per caster level (up to +5).
Death Pact
Destruction of an undead creature gives hit points to caster.
Necromancy [Evil]
Level: Ncr 5
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: One undead creature
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: Yes
Description
An undead creature under your control, perhaps from a previously cast animate dead spell, is destroyed and crumbles to dust.
Spell Effect
The caster is healed 1 point for each hit point the undead creature had remaining, up to his normal hit point maximum. You lose control of the undead target if its Will save is successful.
Entangling Roots
Grass and weeds entangle and constrict the target.
Transmutation
Level: Hlr 3
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: One creature
Duration: 1 round/level (D)
Saving Throw: Reflex negates
Spell Resistance: No (see text)
Description
Grass and weeds entwine about the target's legs, holding it fast. If there are no plants under the target, the spell automatically creates some.
Spell Effect
The entangled creature suffers a -2 penalty to attack rolls and a -4 penalty to effective Dexterity. The entangled character cannot move. An entangled character who attempts to cast a spell must make a DC 15 Concentration check or lose the spell. An entangled creature can break free; ending the spell, by using a full-round action to make a DC 25 Strength check or a DC 22 Escape Artist check. The roots have an AC of 10 and hp 22.
While entangled, the victim takes 1d4 points of constriction damage per round.
Force of Nature
A tree changes into a treant that fights for the caster.
Transmutation
Level: Drw 6
Components: V, S
Casting Time: 1 round
Range: Touch
Target: Tree touched
Duration: 1 round/level (D)
Saving Throw: None
Spell Resistance: No
Description
This spell turns the tree touched into a treant that will fight on the caster's behalf for a brief period of time.
Spell Effect
Force of nature must be cast on a living, healthy tree. Statistics for a treant can be found in the MM. If force of nature is dispelled, the tree takes root immediately, wherever it happens to be. If released by the spellcaster, the tree tries to return to its original location before taking root.
Force of Nature, Greater
Level: Drw 8
As force of nature, but this spell can create 1d4+1 individual treants.
Frost Armor
Grants a +4 armor bonus to AC and chills attackers.
Conjuration (Creation) [Force]
Level: Sha 2, Sor/Wiz 2
Components: V, S, F/DF
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 hour/level (D)
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (see text)
Description
A nearly invisible field of force surrounds the subject of frost armor. The temperature is noticeably chillier around the subject.
Spell Effect
Frost armor provides a +4 armor bonus to AC. Unlike mundane armor, frost armor entails no armor check penalty, arcane spell failure chance, or speed reduction. Since frost armor is made of force, incorporeal creatures can't bypass it the way they do normal armor.
Any creature striking the character with its body or with handheld weapons deals normal damage, but at the same time the attacker becomes chilled. If a creature has spell resistance, it applies to the chilling effect. Note that weapons with exceptional reach, such as two-handed spears, do not endanger their users in this way.
A chilled creature moves and attacks at a drastically slowed rate for 1 round. Chilled creatures can take only a move action or standard action on their next turn, but not both (nor may they take full-round actions). Additionally, they suffer a -2 penalty to AC, melee attack rolls, melee damage rolls, and Reflex saves. Chilled creatures jump half as far as normal.
Focus: Arcane - a small piece of forged steel; divine - the shaman's totem.
Frost Nova
Explosion of cold damages and chills creatures.
Evocation [Cold]
Level: Sha 3, Sor/Wiz 3
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: 10-ft. radius spread
Duration: Instantaneous
Saving Throw: See text
Spell Resistance: Yes
Description
A Frost Nova spell is a burst of ice and cold that detonates with a high-pitched shriek.
Spell Effect
Frost nova deals 1d6 points of cold damage per caster level (maximum 10d6) to all creatures within the area of effect; a successful Reflex save halves the damage. Unattended objects also take this damage. The explosion creates almost no pressure.
The caster points a finger and determines the range (distance and height) at which the frost nova is to burst. A frozen, pea-sized bead streaks from the caster's finger and, unless it hit a material body or solid barrier prior to attaining the prescribed range, shatters into the frost nova at that point (an early impact results in an early detonation). If the caster attempts to send the bead through a narrow passage such as an arrow slit, the caster must "hit" the opening with a ranged touch attack, or else the bead strikes the barrier and detonates prematurely.
Creatures that take damage from frost nova must succeed at a Fortitude save or be chilled for 1d4 rounds. A chilled creature moves and attacks at a drastically slowed rate. Chilled creatures can take only a move action or standard action each turn, but not both (nor may they take full-round actions). Additionally, they suffer a -2 penalty to AC, melee attack rolls, melee damage rolls, and Reflex saves. Chilled creatures jump half as far as normal.
Material Component: A few drops of water and a piece of glass, which must be shattered as the spell is cast.
Healing Rain
A shower of positive energy heals allies, damages undead.
Conjuration (Healing)
Level: Hlr 5
Components: V, S
Casting Time: 1 standard action
Range: 20 ft.
Target: All living allies and undead creatures within a 20 ft. radius centered on the character
Duration: Concentration, up to 1 round/level
Saving Throw: Fortitude half (harmless)
Spell Resistance: Yes (harmless)
Description
Positive energy falls from the sky in the form of scintillating rain.
Spell Effect
Healing rain cures 1d4 points of damage per round to nearby living allies.
Like cure spells, healing rain damages undead in its area rather than cures them.
Healing Ward
Totam's positive energy heals allies, damages undead.
Conjuration (Healing)
Level: Sha 3
Components: V, S
Casting Time: 1 standard action
Range: 0 ft.
Target: All living allies and undead creatures within a 20 ft. radius burst centered on the totem
Duration: 1 round/level
Saving Throw: Fortitude half (harmless)
Spell Resistance: Yes (harmless)
Description
The caster conjures a magical totem and plants it in the ground.
Spell Effect
The totem immediately begins emanating positive energy that spreads out in all directions from the point of totem, curing 1 point of damage per round to nearby living allies, up to a character's maximum hit points.
like cure spells, Healing ward damages undead in its area rather than cures them.
The totem can be attacked. It has an AC of 7, hardness of 5, and hp 5. If the totem is destroyed, the spell ends.
Immolation
Flames covering caster damage opponents and protect her from cold-based attacks.
Evocation [Fire]
Level: Sha 4, Sor/Wiz 4
Components: V, S, M
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level (D)
Saving Throw: None
Spell Resistance: Yes (see text)
Description
The caster is wreathed in blue and green flames.
Spell Effect
This spell causes a great deal of heat, inflicting 1d6 points of fire damage each round to all creatures within 5 feet. If a creature has spell resistance, it applies to this damage. The flames give light equal to a sunrod (30 feet).
The flames also protect the caster from coldbased attacks. The character takes only half damage from cold-based attacks. If a cold-based attack allows a Reflex save for half damage, the caster takes no damage on a successful save.
Material Component: A bit of phosphorus.
Lightning Shield
Electricity covering caster damages all nearby creatures.
Evocation [Electricity]
Level: Sor/Wiz 4
Components: V, S, M
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level (D)
Saving Throw: None
Spell Resistance: Yes (see text)
Description
This spell wreathes the character in electricity.
Spell Effect
Lightning shield causes 1d6 points of electricity damage +1 per 5 caster levels each round to all creatures within 5 feet. If a creature has spell resistance, it applies to this damage. The electricity arcing around the caster sheds light equal to that of a torch (20 feet).
Material Component: A steel rod.
Mana Burn
Ray of magical energy causes target to lose spells
Transmutation
Level: Sor/Wiz 2
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: Ray
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: Yes
Description
A ray of magical energy leaps toward the target leeching from it the energy necessary to cast one or more spells.
Spell Effect
The caster must make a ranged touch attack to hit. If the attack succeeds, the target loses 1d4+1 spell levels or spell slots, starting with his highest available levels. If the victim runs out of higher-level spells to drain, then two 0-level spells can be drained instead one 1st-level spell. If the victim runs out of slots than can be drained with a given roll, then there is no further effect.
For example, a 3rd-level caster causes the loss of 1d4+1 spell levels. On a roll of 3, the caster would cause 4 spell levels to be lost. If the victim has no 4th-level spells, then one 3rd-level and one 1st-level spell are lost. If the victim has only 2nd-level spells remaining, two are lost. If the victim has only a 1st-level spell left, that spell is lost and the extra 3 spells levels of the effect are wasted.
Moonglaive
Conjured moonglaive can strike multiple targets.
Conjuration (Creation) [Force]
Level: Hlr 2, Sor/Wiz 1
Components: V, S
Casting Time: 1 standard action
Range: See text
Effect: One moonglaive
Target: Up to 3 creatures, no 2 of which can be more than 15 ft. apart
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
Description
The caster conjures a magical moonglaive and hurls it at a target within range.
Spell Effect
If the caster is not already proficient with the moonglaive, the caster gains proficiency with the weapon for the spell's duration. The caster must succeed at a ranged attack to hit the first target. The moonglaive is composed of force energy, but is otherwise treated as a normal moonglaive.
If the moonglaive strikes its first target, it bounces off and continues to the caster's second target. The caster makes another ranged attack at the same attack bonus, but with a -2 penalty. If the second target is struck, the moonglaive bounces again to a third target. The caster makes a third ranged attack at the original attack bonus, but with a -4 penalty. If any ranged attack fails, the moonglaive stops bouncing to successive targets. After 3 hits, the moonglaive automatically dissipates.
Rain of Fire
Meteorites deal impact and fire damage to creatures, ignite and batter objects.
Evocation [Fire]
Level: Sor/Wiz 4
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Area: Cylinder (20-ft. radius, 40 ft. high)
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
Description
Small meteorites rain from the sky, exploding on impact and burning all in their wake.
Spell Effect
This spell deals 3d6 points of impact and 2d6 points of fire damage to creatures in the area of effect.
The rain sets fire to combustibles and damages objects in the area. It can melt metals with a low melting point, such as lead, gold, copper, silver, or bronze.
Material Components: A chunk of sulfur and a chunk of iron.
Rejuvenation
Subject regains 2d8 hit points per round for spell's duration.
Conjuration (Healing)
Level: Hlr 5
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Living creature touched
Duration: 1 round/level
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)
Description
The subject's wounds heal slowly; cuts close up, bruises fade, and broken bones set themselves.
Spell Effect
This spell does not restore severed body parts; ruined organs do not grow back. After the spell is cast, the subject begins regaining 2d8 hit points per round for the duration of the spell, up to its maximum hit points.
Roar
Caster's great roar gives allies morale bonus to attack and damage.
Enchantment (Compulsion) [Mind-Affecting]
Level: Drw 1
Components: V
Casting Time: 1 standard action
Range: 50 ft.
Area: All allies within 50 ft.
Duration: 1 round/level
Saving Throw:None
Spell Resistance: Yes (harmless)
Description
The caster opens his mouth and lets loose with an earth-shaking roar, filling his allies with courage and strength.
Spell Effect
The caster's allies gain a +1 morale bonus to attack and damage rolls.
Druids of the wild in dire bear form may cast this spell.
Second Soul
Returns subject to life, curing all damage and most poisons and diseases.
Conjuration (Healing)
Level: Hlr 9
Components: V, S, M, DF
Casting Time: 10 minutes
Range: Touch
Target: Living creature touched
Duration: Permanent
Saving Throw: None (see text)
Spell Resistance: Yes (harmless)
Description
The caster creates a second link to bind the subject's soul to the world and restore him to life should he die.
Spell Effect
If the subject dies, it is restored to life 2d4 rounds later in the same spot. The subject's soul must be free and willing to return. If the subject's soul is not willing to return, the spell does not work; therefore, subjects who want to return receive no saving throw. The subject loses a level (or 1 Constitution point, if she is 1st level) when raised.
Seconce soul cures all hit point damage ans ability score damage. Normal poisons and normal diseases are cured in the process of raising the subject, but magical diseases and curses are not undone. The condition of the remains is not a factor. The dead creature's equipment or possessions are untouched by this spell.
A creature that has been turned into an undead creature or killed by a death effect cannot be raised by second soul. Constructs, elementals, outsiders, and undead creatures also cannot be raised. The spell cannot bring back a creature that has died naturally of old age.
Coming back from the dead is an ordeal. The subject of the spell loses one level when it is raised, just as if it had lost a level to an energy draining creature. This level loss cannot be repaired by any spell. If the subject is 1st level, it loses 1 point of Constitution instead. A character that died with spells prepared has a 50% chance of losing any given spell upon being raised, in addition to losing spells for losing a level. A character with spellcasting capacity (such as a sorcerer) has a 50% chance of losing any given spell, in addition to losing spells for losing a level.
Material Components: A sprinkle of holy water and diamonds worth a total of at least 20,000 gp.
Sentinel
Magical bird allows caster to scry an area.
Divination
Level: Elr 3
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5ft./2 levels)
Effect: Magical sensor
Duration: 1 hour/level
Saving Throw: None
Spell Resistance: No
Description
The caster must target a tree. The caster creates a visible, magical sensor in the form of a bird. The caster chooses the form, but the bird is always Diminutive in size.
Spell Effect
The bird remains stationary where it is cast, though it can move its head. The caster may concentrate on any of its sentinels to view through the bird's eyes and hear through the bird's ears from any distance. The bird sees exactly as the caster would see if the caster were present.
The caster must concentrate to use a sentinel. If the caster does not concentrate, the bird remains motionless until the caster again concentrates. The powers of the sentinel cannot be enhanced by other spells or items (though the caster can use magic to improve her own eyesight). The caster is subject to any gaze attack met by the bird. A successful dispel magic cast on the caster or the bird ends the spell. With respect to blindness, magical darkness, and other phenomena that affect vision, the bird is considered an independent sensory organ from the caster. (For example, the bird is not blinded if the caster's normal eyes are blinded.)
Sentinels have a Hide bonus of +7, AC9, and hp 1. If a sentinel is damaged, it is dispelled. Any creature may notice a sentinel, but even if the Spot check succeeds, a DC20 Survival check is required to notice that the bird seems artificial. Spells such as detect scrying can also detect a sentinel.
Material Component: An owl's feather.
Serpent Ward
Totem releases fireballs at targets within 30 feet.
Conjuration [Fire]
Level: Sha 3
Components: V, S
Casting Time: 1 standard action
Range: 0 ft.
Target: One target/round
Duration: 1 round/level
Saving Throw: Reflex half
Spell Resistance: Yes
Description
The caster conjures a magical totem and plants it in the ground.
Spell Effect
Once planted, the totem immediately begins attacking enemy creatures within 30 feet by hurling small, single-target fireballs. It makes I ranged touch attack per round for 1 round per caster level or until the totem is destroyed. The caster may change the totem's current target as a free action each round. The totem is treated as having the Precise Shot feat and its attack bonus + the caster's Wisdom modifier. The fireballs each deal 1d6 points of damage per 3 caster levels (maximum 5d6).
The totem can be attacked. It has an AC of 7, hardness of 5, and hp 5. If the totem is destroyed, the trap is ruined. The totem automatically disappears after 1 round per caster level.
Shadow Meld
Remaining motionless near shadows, the caster becomes invisible.
Illusion (Glamer)
Level: Sor/Wiz 1
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 10 minutes/level (D)
Saving Throw: None
Spell Resistance: No
Description
The caster fades into the shadows, becoming nearly invisible to normal sight.
Spell Effect
After casting the spell, if the caster remains motionless on his next round (does not move, takes a move action, or any standard action such as attacking), then at the end of the round he vanishes from sight, even from darkvision. This effect functions only in light no brighter than a torch's. Sunlight, or a spell that simulates light as bright as the sun's, ruins the effect while the caster remains in the light. When the caster moves or takes a move action, or takes any standard action such as attacking, he becomes visible immediately. If the caster then remains motionless for a round, he again becomes invisible after that round.
If the caster is carrying gear, the gear also vanishes. The caster's allies cannot see him, unless they can normally see invisible things or employ magic to do so; the caster, however, can see himself.
Items dropped or put down by the caster become visible; items picked up disappear if tucked into the clothing or pouches worn by the caster. Light, however, never becomes invisible, although a source of light can become so (thus, the effect is that of a light with no visible source). Any part of an item that the caster carries but that extends more than 10 feet from him becomes visible, such as trailing rope. Of course, the caster is not magically silenced.
Shockwave
A powerful wave of force shakes the ground and damages creatures.
Evocation [Force]
Level: Sha 3, Sor/Wiz 3
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Area: 10 ft. wide to close range (25 ft. + 5 ft./2 levels)
Duration: Instantaneous
Saving Throw: Reflex negates
Spell Resistance: Yes
Description
The caster stomps on the ground or slams a staff or other weapon into the ground, causing it to shake violently.
Spell Effect
The caster releases a powerful shockwave that deals 1d6 points of force damage per caster level (maximum 10d6) to each creature within its area. The wave begins at the caster's feet and extends along the ground. If the damage caused to an interposing barrier shatters or breaks through it, the wave continues beyond the barrier if the spell's range permits; otherwise, it stops at the barrier. If the ground ends, say at the edge of a cliff, then the wave stops at the edge. Creatures that are not in contact with the ground before the spell is cast do not take damage from the shockwave.
Material Component: A piece of a shattered rock.
Starfall
The caster turns starlight into devastating missiles.
Evocation [Force]
Level: Pre 9, Sor/Wiz 9
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature/round
Duration: Concentration, up to 1 round/level
Saving Throw: Reflex half
Spell Resistance: Yes
Description
The caster calls down starlight that solidifies into a destructive missile of matter and energy. The missiles appear as searing stars from the air above the targets, rocketing down into them with devastating explosive power.
Spell Effect
For each round the caster concentrates, she targets two creature, structures, or objects with a starlight missile that causes 1d6 points of damage per caster level (maximum 10d6); a Reflex save halves the damage. The caster can target different subjects each round or the same subjects over and over. The caster, however, cannot target the same subject with both missiles at the same time in the same round.
Statis Trap
Totem explodes and dazes creatures.
Conjuration [Sonic]
Level: Sha 1
Components: V, S
[B]Casting Time:[/B 1 standard action]
Range: 0 ft.
Target: All creatures within a 20-ft. radius burst centered on the totem
Duration: See text
Saving Throw: Will negates
Spell Resistance: Yes
Description
The caster conjures a magical totem and plants it in the ground.
Spell Effect
The totem is visible for 1d4 rounds before turning itself invisible. Once visible, the totem is active. If an enemy creature moves within 10 feet of the totem within 1 round per caster level, it explodes in a shower of sparks. All enemies caught in the area of effect must succeed at a Will save to avoid being dazed for 1d4 rounds. A dazed creature can take no actions, but it defends itself normally.
The totem can be attacked. It has AC 7, hardness 5, hp 5. If the totem is destroyed, the trap is ruined. The totem automatically disappears after 1 round per caster level.
Storm Hammer
Caster throws a magical hammer that damages and dazes foes.
Conjuration (Creation) [Force]
Level: Sor/Wiz 2
Components: V, S, M, F
Casting Time: 1 standard action
Range: CClose (25 ft. + 5 ft./2 levels)
Effect: One force hammer
Duration: See text
Saving Throw: See text
Spell Resistance: Yes
Description
The caster conjures a magical force hammer and tosses it at the target.
Spell Effect
The caster must succeed at a ranged touch attack to hit the target. The hammer deals 2d4 points of force damage, +1d4 points of force damage per 3 caster levels, and dazes the target for 1 round. (It deals 2d4 at 3rd level, 3d4 at 6th, 4d4 at 9th, 5d4 at 12th, 6d4 at 15th, and finally 7d4 at 18th level.) A dazed creature can take no actions, but it defends itself normally. A successful Fortitude saving throw negates the daze effect.
Material Component: A tiny metal hammer.
Thorn Shield
Thorns cover the target and damage attackers.
Transmutation
Level: Drw 3, Sor/Wiz 3
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 round/level
Saving Throw: None
Spell Resistance: Yes (see text)
Description
Tiny thorns pop out of the target's skin, armor, and clothing that cause damage to each creature that attacks the target in melee.
Spell Effect
Any creature striking the target with its body or handheld weapons deals normal damage, but at the same time the attacker suffers 1d6 points of damage +1 point per caster level. If a creature has spell resistance, it applies to this damage. Note that reach weapons such as two-handed spears do not endanger their users in this way.
Touch of Life
Caster brings creature briefly back to life.
Conjuration (Healing)
Level: Hlr 9
Components: V, S, M, DF
Casting Time: 1 round
Range: Touch
Target: Dead creature touched
Duration: 1 round/level
Saving Throw: None (see text)
Spell Resistance: Yes (harmless)
Description
The caster temporarily restores life to a deceased creature.
Spell Effect
The caster can raise creatures who have been dead only up to 1 round per caster level. In addition, the subject's soul must be free and willing to return. If the subject's soul is not willing to return, the spell does not work; therefore, subjects who want to return receive no saving throw.
Upon completion of the spell, the creature is immediately restored to full hit points, vigor, and health, with no loss of level (or Constitution point) or prepared spells. Normal poisons and normal diseases are cured in the process of raising the subject, but magical diseases and curses are not undone. While the spell closes mortal wounds and repairs lethal damage of most kinds, the body of the creature to be raised mut be whole. Otherwise, missing parts are still missing when the creature is brought back to life. The dead creature's equipment or possessions are untouched by this spell.
The caster can revive someone killed by a death effect or someone who has been turned into an undead creature and then killed again (essentially, an inanimate body). Constructs, elementals, outsiders, and (animated) undead creatures cannot be raised. The spell cannot bring back a creature that has died of old age.
When the spell expires, the subject immediately drops dead as though it had never been raised.
The original death of the creature is used to determine the time limit for casting this spell. For example, if a 17th-level caster raises a creature on the round after that creature died and the creature is slain 5 rounds later, the 17th-level caster could cast touch of life again any time within the next 12 rounds. If the creature survived to the end of the spell's normal duration (17 rounds in this case), then the 17th caster could not cast the spell again because it is now beyond the time limit of the corpse.
Casting this spell does not affect in any way the ability of another caster to use raise dead, resurrection, or true resurrection to restore permanent life to the subject.
Material Subject: Diamonds worth a total of at least 5,000 gp.
Unholy Frenzy
Target gains the strength and speed of the undead, but also suffers damage.
Necromancy
Level: Ncr 2
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: Once creature
Duration: 1 round, +1 round/2 levels
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)
Description
The caster gants the target the untiring stamina and energy of the undead.
Spell Effect
The transmuted creature moves and acts more quickly than normal. When making a full attack action, the creature may make one extra attack with any weapon he is holding. The attack is made using the creature's full base attack bonus, plus any modifiers appropriate to the situation. (This effect is not cumulative with similar effects, such as that provided by haste or a weapon of speed; not does it actually grant an extra action, so you cannot use it to cast a second spell or otherwise take an extra action in the round.)
There is a price for the stress this spell places on the creature's physiology, however. The subject suffers 1d4 points of damage each round.
Unholy Frenzy is countered and dispelled by slow.
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