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custom spells are found at Custom_Spells only
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m (custom spells are found at Custom_Spells only)
 
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* If the caster wasn’t the target, or an item was used, the mental stats are locked at 3
* If the caster wasn’t the target, or an item was used, the mental stats are locked at 3
* Shadows are now able to cast low level spells, limited by their mental stats
* Shadows are now able to cast low level spells, limited by their mental stats
<br/><br/>
===New Spells===
<div class="toccolours mw-collapsible mw-collapsed" style="width:750px; overflow:auto; margin-left: 0px;">
<div style="font-weight:bold;line-height:1.8;"><br/> &nbsp;&nbsp;New Spells List &nbsp; </br/></br/></div>
<div class="mw-collapsible-content">
Starblight
Spell Level: Astrologian 0
Innate Level: 0
School: Evocation
Components: Verbal, Somatic
Range: Medium
Area of Effect / Target: Single
Duration: Instant
Additional Counter Spells:
Save: None
Spell Resistance: Yes
The astrologian draws on the malignant power of stars to shine a baleful light upon their enemy. It deals 1d2 magic damage for every 8 ranks of Astronomy.
Dancing Lights
Spell Level: Astrologian 0
Innate Level: 0
School: Illusion
Components: Verbal, Somatic
Range: Short
Area of Effect / Target: Single
Duration: 1 Minute
Additional Counter Spells:
Save: Harmless
Spell Resistance: Harmless
The astrologian draws from the celestial spheres and creates a simularicum of them; a single harmless floating ball of light that will remain stationary and will not obey any commands. It dissolves after a short time.
Astral Regeneration
Spell Level: Astrologian 1
Innate Level: 1
School: Necromancy
Components: Somatic
Range: Touch
Area of Effect / Target: Single
Duration: 3 Rounds + 1 Round / Level
Additional Counter Spells:
Save: Harmless
Spell Resistance: Harmless
A soft purple glow pulses around the subject, healing him over time. For the duration of the spell, the target heals 2 hit point a round.
Crafter's Insight
Spell Level: Astrologian 1
Innate Level: 1
School: Divination
Components: Verbal, Somatic
Range: Touch
Area of Effect / Target: Single
Duration: 5 Minutes / Level
Additional Counter Spells:
Save: Harmless
Spell Resistance: Harmless
The target is struck by knowledge of the future and gains a +5 insight bonus on Crafting (Alchemy, Herbalism, Cooking, Tailoring, Smithing, Construction) checks. This spell does not stack with itself.
Burst of Radiance
Spell Level: Astrologian 2
Innate Level: 2
School: Evocation
Components: Verbal, Somatic
Range: Long
Area of Effect / Target: Huge
Duration: 1d4 Rounds
Additional Counter Spells:
Save: Reflex Partial
Spell Resistance: Yes
This spell fills the area with a brilliant flash of shimmering light. Creatures in the area are Blinded for 1d4 rounds, or gain -1 attack for 1d4 rounds if they succeed at a Reflex save. Evil creatures in the area of the burst take 1d4 points of magic damage per caster level (max 5d4), whether they succeed at the Reflex save or not.
Fortune Telling
Spell Level: Astrologian 1
Innate Level: 1
School: Abjuration
Components: Verbal, Somatic
Range: Touch
Area of Effect / Target: Single
Duration: 1 Turn Wait, Effect Instant
Additional Counter Spells:
Save: Harmless
Spell Resistance: Harmless
The Astrologian predicts that the target will require healing in one minute. One minute after this spell is cast, they receive healing equal to a casting of Cure Critical Wounds.
Hex of Eratosthenes
Spell Level: Astrologian 1
Innate Level: 1
School: Transmutation
Components: Verbal, Somatic
Range: Medium
Area of Effect / Target: single
Duration: 3 Rounds + 1 Round / Level
Additional Counter Spells:
Save: Will negates
Spell Resistance: No
The astrologian applies the principles of the ancient hex to the target, causing them to take a -1 penalty to saves against spells. Another -1 penalty is added per 10 Astronomy skill ranks.
Hex of al-Battani
Spell Level: Astrologian 1
Innate Level: 1
School: Transmutation
Components: Verbal, Somatic
Range: Medium
Area of Effect / Target: Single
Duration: 3 Rounds + 1 Round / Level
Additional Counter Spells:
Save: Will negates
Spell Resistance: No
The astrologian applies the principles of the ancient hex to the target, causing them to take a -1 penalty to dodge AC. Another -1 penalty is added per 10 Astronomy skill ranks.
Hex of Anaximander
Spell Level: Astrologian 1
Innate Level: 1
School: Transmutation
Components: Verbal, Somatic
Range: Medium
Area of Effect / Target: Single
Duration: 3 Rounds + 1 Round / Level
Additional Counter Spells:
Save: Will negates
Spell Resistance: No
The astrologian applies the principles of the ancient hex to the target, causing them to take a -1 penalty to attack. Another -1 penalty is added per 10 Astronomy skill ranks.
Project Star Chart
Spell Level: Astrologian 1
Innate Level: 1
School: Illusion
Components: Verbal, Somatic
Range: Self
Area of Effect / Target: Self
Duration: 5 Minutes / Level
Additional Counter Spells:
Save: Harmless
Spell Resistance: Harmless
The astrologian conjures an illusionary star chart from his fingertips and keeps it projected around him for the duration of the spell. This gives him a +5 bonus to Astronomy checks. This spell does not stack with itself.
Star Shard
Spell Level: Astrologian 2
Innate Level: 2
School: Evocation
Components: Verbal, Somatic
Range: Medium
Area of Effect / Target: Single
Duration: Instant
Additional Counter Spells:
Save: Reflex 1 / 2
Spell Resistance: Yes
A fiery mass falls from the heavens tracing a red-hot streak onto a designated target. The falling star shard deals 1d6 points of magical damage and 1d6 points of fire damage, with an additional 1d6 points of each per 10 Astronomy ranks.
Twist Fate
Spell Level: Astrologian 2
Innate Level: 2
School: Divination
Components: Verbal, Somatic
Range: Touch
Area of Effect / Target: Single
Duration: 1 Turn / Level
Additional Counter Spells:
Save: Harmless
Spell Resistance: Harmless
The astrologian reaches out and twists the threads of fate surrounding the target. The first attack that would have hit the target will instead be treated as a miss.
Hex Dispersion
Spell Level: Astrologian 2
Innate Level: 2
School: Transmutation
Components: Verbal, Somatic
Range: Medium
Area of Effect / Target: Huge
Duration: 3 Rounds + 1 Round / Level
Additional Counter Spells:
Save: Will negates
Spell Resistance: No
The astrologian selects a target. If the target currently suffers from one or more of the Hex line of spells (Hex of al-Battani, Hex of Eratosthenes, Hex of Anaximander) the hexes are then spread to all hostile enemies in a Huge radius. Each of the targets in the radius may roll a Will save to resist as normal. If the target does not suffer from one of these Hexes, nothing happens.
Solar Circle
Spell Level: Astrologian 4
Innate Level: 4
School: Abjuration
Components: Verbal, Somatic
Range: Medium
Area of Effect / Target: Huge
Duration: 3 + 1 Round / Level
Additional Counter Spells:
Save: No
Spell Resistance: Yes
The astrologian creates a circle upon the ground that mirrors the movements of the sun and stars through the heavens. Those within the circle experience the following effects:\n\n- All allies standing within the circle deal 1d4 bonus magic damage and receive a damage reduction of 5/+1. They heal 1d4 hitpoints per round.
All enemies standing within the circle experience the effects of the "Slow" spell. They take 1d4 magic damage per round.
Baleful Starblight
Spell Level: Astrologian 3
Innate Level: 3
School: Evocation
Components: Verbal, Somatic
Range: Medium
Area of Effect / Target: Medium
Duration: Instant
Additional Counter Spells:
Save: None
Spell Resistance: Yes
As Starblight, but on all hostile creatures in a medium radius around you.
Celestial Regeneration
Spell Level: Astrologian 3
Innate Level: 3
School: Necromancy
Components: Somatic
Range: Touch
Area of Effect / Target: Single
Duration: 3 Rounds + 1 Round / Level
Additional Counter Spells:
Save: Harmless
Spell Resistance: Harmless
A soft purple glow pulses around the subject, healing him over time. For the duration of the spell, the target heals 3 hit points a round.
Stellar Blade
Spell Level: Astrologian 3
Innate Level: 3
School: Transmutation
Components: Verbal, Somatic
Range: Touch
Area of Effect / Target: Single
Duration: 1 Turn / level
Additional Counter Spells:
Save: Harmless
Spell Resistance: Harmless
A weapon is given the power of the heavens themselves. For the duration of the spell:
- +1 attack bonus.
- +1 magic damage, plus an extra 1 magic damage for every 10 Astronomy ranks of the wielder.
- The weapon has a 25% chance of stripping the spell 'Blur' on hit.
Debilitating Portent
Spell Level: Astrologian 4
Innate Level: 4
School: Divination
Components: Verbal, Somatic
Range: Touch
Area of Effect / Target: Single
Duration: 3 Rounds + 1 Round / Level
Additional Counter Spells:
Save: Will partial
Spell Resistance: No
The astrologian sees great weakness in the target's future. Every time the target deals damage, he must make a Will save. If the Will save fails, he deals only half the damage.
Horror Mark
Spell Level: Astrologian 4
Innate Level: 4
School: Divination
Components: Verbal, Somatic
Range: Touch
Area of Effect / Target: Single
Duration: 3 Rounds + 1 Round / Level
Additional Counter Spells:
Save: Will negates
Spell Resistance: Yes
The astrologian places an astral beacon upon a target that draws in creatures known as Horrors. During the spell's duration, Horrors will emerge from the void and attempt to destroy the target. They are not under the control of the astrologian, but they will ignore him and any other than the target.
Contingency
Spell Level: Astrologian 5
Innate Level: 5
School: Abjuration
Components: Verbal, Somatic
Range: Touch
Area of Effect / Target: Single
Duration: 5 Minutes / Level
Additional Counter Spells:
Save: Harmless
Spell Resistance: Harmless
The astrologian lightly touches the target. Should it be subject to a physical attack that would be fatal, the attack will instead miss. The subject will then receive the effects of the spell 'Cure Critical Wounds'.
Collapsing Void
Spell Level: Astrologian 5
Innate Level: 5
School: Conjuration
Components: Verbal, Somatic
Range: Medium
Area of Effect / Target: Huge
Duration: 1 Round / 3 Levels
Additional Counter Spells:
Save: Fortitude partial
Spell Resistance: Yes
Summoning up an orb of dark matter, you toss it into a square, exploding into a large mass the dark matter forms a void that sucks in nearby creatures to their demise.
The void paralyzes any nearby creatures on a failed Fortitude save and deals 1d6 bludgeoning damage per 10 Astronomy ranks per round.
Hideous Heaviness
Spell Level: Astrologian 5
Innate Level: 5
School: Transmutation
Components: Verbal, Somatic
Range: Touch
Area of Effect / Target: Single
Duration: Instant
Additional Counter Spells:
Save: No
Spell Resistance: Yes
The target is exposed to a crushing weight, pulled down towards and into ground. They lose half their current hitpoints as magic damage.
[[Custom_Spells#Foretell_Doom|Foretell Doom]]
Phantasmal Assault
Class: Sorcerer/Wizard 3
Innate level: 3
School: Illusion
Components: verbal, somatic
Range: Medium
Area of Effect: Single target
Duration:  Instant
Save: Will, save halves
Spell resistance: Yes
The caster conjures an illusory phantom, that is a powerful magic missile in disguise, inflicting a 1d6 / 2 levels magical damage. A successful will save in disbelieving the phantom will reduce the damage by half.
GSF Transmutation: The phantom explodes in a random elemental damage.
GSF Illusion: The target rolls another save against fear, and if fails, they are feared for 1 round / level.
GSF Necromancy: Applies a wounding effect on the target for 1 round / 2 levels.
Hypnotic Pattern
Spell Level: wizard/sorcerer 5
Innate Level: 5
School: Illusion
Components: verbal, somatic
Range: long
Area of Effect: Huge
Duration: One round per level
Save: Will negates, Fort negates
Spell Resistance: Yes
Twisting patterns that weave through the air for a moment and then vanishes. Creatures in the target area who see it must make a will save. On a failed save, they're confused for round / level. If they pass the save, they roll a second will save and if they fail they are dazed for round / level. If a creature has immunity against mind affecting spells, they make a fortitude save instead and if fail, they are blinded for round / level.
Phantasmal Affliction
Spell level: sorcerer/wizard 2
Innate level: 2
School: illusion
Descriptor: mind-affecting, poison
Components: verbal, somatic
Range: medium (20 meters)
Area of effect: single
Duration: instant
Save: will and fortitude
Spell resistance: yes
The spellcaster afflicts a single creature with a debilitating poison, or rather convinces the target that they did. The target makes a Will save to disbelieve the spell. Failing that, the target must make a Fortitude save versus the Poison spell.
GSF Illusion: On a failed Will save, regardless of Fortitude save, the target also suffers 1 point of Wisdom damage
GSF Necromancy: The pool of poisons also include more dangerous poisons
Mass Phantasmal Affliction
Spell level: sorcerer/wizard 3
Innate level: 3
School: illusion
Descriptor: mind-affecting, poison
Components: verbal, somatic
Range: long (40 meters)
Area of effect: huge (6.67 meter radius)
Duration: instant
Save: will and fortitude
Spell resistance: yes
The spellcaster afflicts all enemy creatures in an area with a debilitating poison, or rather convinces the targets that they did. The targets make a Will save to disbelieve the spell. Failing that, the targets must make a Fortitude save versus the Poison spell.
GSF Illusion: On a failed Will save, regardless of Fortitude save, the targets also each suffer 1 point of Wisdom damage
GSF Necromancy: The pool of poisons also include more dangerous poisons
Blood Transcription
Spell Level: sorcerer/wizard 2, astrologian 2
Innate Level: 2
School: Divination
Components: verbal, somatic
Range: touch
Area of effect: single
Duration: instant
Save: None
Spell resistance: harmless
Effect: Transcribe the knowledge of another spellcaster using a vial of their blood. Inscribe a scroll of a random spell that the blood-donor knows onto a scroll, paying 50% gold of the normal amount (XP cost stays the same) This scroll can be of Circle 4 and below. If the inscription cost cannot be paid for a spell then Blood Transcription chooses another spell to transcribe.
Requires: Blood Vial from a Spellcaster.
(SF: Divination) increases the maximum circle a spell transcribed can be by 1 to a total of 5.
(GSF: Divination) increases the maximum circle a spell transcribed can be by 2 to a total of 6.
(SF: Necromancy) and (GSF: Necromancy) also both increase the maximum transcribed spell circle by 1 respectively (leading to a maximum circle level 8 with GSF: Div.)
(Spell School: Divination) reduces the gold/xp cost by an additional 25%. In addition, the spell now tries to prioritize spells of higher circles.
Foiled Future
Spell Level: Wizard/Sorcerer 3, astrologian 3
Innate Level: 3
School: Divination
Descriptor: mind-affecting
Components: verbal, somatic
Range: medium
Area of effect: single
Duration: 1 round/2 levels
Saving Throw: will negates
Spell resistance: yes
Briefly bend the threads of fate to bring your target's past-self into the line of fire, misdirecting their next action to themselves instead. The next attack, spell cast, or other action committed by the target that would target anyone other then themselves targets them instead. An attack attacks them, a spell cast has them as the target, etc.
(SF: Divination) extends the duration to 1 round/level.
(GSF: Divination) gives your target a bonus (based off your INT mod) to hit themselves.
Mass Foiled Future
Spell Level: Wizard/Sorcerer 4, astrologian 4
Innate Level: 4
School: Divination
Descriptor: mind-affecting
Components: verbal, somatic
Range: medium
Area of effect: large (5 meter radius)
Duration: 1 round/2 levels
Saving Throw: will negates
Spell resistance: yes
Same as Foiled Future, but applies to all targets in radius
(SF: Divination) extends the duration to 1 round/level.
(GSF: Divination) gives your target a bonus (based off your INT mod) to hit themselves.
True Dodge
Spell Level: Wizard/Sorcerer 1, astrologian 1
Innate Level: 1
School: Divination
Components: V, S
Range: Touch
Area of effect: single
Duration: 1 round (not extendable)
Saving Throw: None
The target of this spell automatically avoids the next attack made against them in the next 6 seconds. [Grants the Epic Dodge feat]
GSF Divination : Also affects the caster.
Extract Water Elemental
Spell level: Druid 5, Sorcerer/Wizard 6
Innate level: 6
School: Transmutation
Descriptor(s): Cold
Components: Verbal, Somatic
Range: Short
Area of effect: single
Duration: Special
Save: Fortitude half
Spell resistance: Yes
This brutal spell causes the targeted creature to dehydrate horribly as the moisture in its body is forcibly extracted through its eyes, nostrils, mouth, and pores. This deals 1d6 points of damage per cast level (maximum 20d6), or half damage on a successful Fortitude save. If the targeted creature is slain by this spell, the extracted moisture is transformed into a water elemental of a size equal to the slain creature (up to Huge). The water elemental is under your control, as though you had summoned it, but it disappears after 1 minute.
Blood to Water
Spell level: Cleric 6
Innate level: 7
School: Necromancy
Components: Verbal, Somatic
Range: Medium
Area of effect: Large or up to 5 living creatures
Duration: Instant
Save: Fortitude Half
Spell resistance: Yes
You transmute the subjects' blood into pure water, dealing 2d6 points of Constitution damage. A sucessful Fortitude save halves the Constitution damage.
Spiderskin
Spell level: Druid 3, Sorcerer/Wizard 4
Innate level: 3
School: Transmutation
Components: Verbal, Somatic
Range: Touch
Area of effect: Single
Duration: 1 Hour / Level
Save: None
Spell resistance: No
The target gains a +2 enhancement bonus to natural armor, a +2 racial bonus to saves versus poison, and a +2 racial bonus on Hide skill checks. At 6th, 9th, and 12th levels, these bonuses are increased by another +1 (to a maximum of +5 at 12th level).
Mass Curse of Impending Blades
Spell level: Wizard / Sorcerer 3, Bard 3, Ranger 3
Innate level: 3
School: Necromancy
Descriptor: None
Components: Verbal, Somatic
Range: Medium
Area of effect: Medium
Duration: 1 Turn / Level
Save: Will negates
Spell resistance: Yes
Hostile creatures in the area of effect of this spell have a hard time avoiding attacks, sometimes even seeming to stumble into harm's way. The subjects take a -2 penalty to Dodge. Any creatures that fail the save, they also are dispelled of the following: Shield, Shield of Faith, and Shield Other.
Greater Spell Focus: Necromancy increases the AC penalty to -3
Greater Creeping Cold
Spell level: Druid 4
Innate level: 4
School: Transmutation
Descriptor: Cold
Components: Verbal, Somatic
Range: Short
Area of effect: Single
Duration: 4 Rounds
Save: Fortitude 1/2
Spell Resistance: Yes
This spell is the same as Creeping Cold, but the duration increases by 1 round, during which the subject takes 4d6 points of cold damage.
Death Knell
Spell level: Cleric 2
Innate level: 2
School: Necromancy
Descriptor: Negative Energy
Components: Verbal, Somatic
Range: Touch
Area of effect: Single
Duration: Damage Instant, Buff 1 Hour / Level
Save: Fortitude 1/2
Spell Resistance: Yes
The target takes 2d4 points of negative energy damage. If this damage is lethal, the target decomposes and you gain 1d8 temporary hit points and a +2 bonus to Strength. You can only benefit from one casting of this spell at a time; its effects do not stack with itself.
Living Undeath
Spell level: Cleric 3
Innate level: 3
School: Necromancy
Components: Verbal, Somatic
Range: Touch
Area of effect: Single
Duration: 1 Turn / Level
Save: None
Spell Resistance: No
The spell imparts a physical transformation upon the subject, not unlike the process that produces a zombie. While the subject does not actually become undead, its vital processes are temporarily bypassed. The subject is not subject to sneak attacks and critical hits for the duration of this spell, as though it were undead. While the spell is in effect, the subject is penalized with 100% damage vulnerability to Divine and Positive Energy damage, healing spells damage it, and negative energy spells heal it.
The spell's target must not be an enemy of the caster, and must be a living organism (no undead or construct)
Dread Seizure
Spell level: Wizard / Sorcerer 3, Astrologian 3
Innate level: 3
School: Necromancy
Descriptor: None
Components: Verbal, Somatic
Range: Short
Area of effect: Single
Duration: 1 Turn / Level
Save: Fortitude negates
Spell resistance: Yes
You speak a word that sends wracking pain through the limbs of a single target creature. If target creature fails a fortitude save it suffers a -3 penalty to attack rolls and 30% penalty to movement speed for 1 Turn / Level.
Prismatic Flames
Caster Level(s): Wizard / Sorcerer 2
Innate Level: 2
School: Illusion
Descriptor(s): Mind-Affecting
Component(s): Verbal, Somatic
Range: Cone, 30ft
Area of Effect / Target: Spell Cone
Duration: 1 Round/Level
Additional Counter Spells:
Save: Will Negates Spell Blocking Effect
Spell Resistance: Yes
Illusory Prismatic Flames sends forth a dazzling array of colorful flames that make all creatures within the area of effect believe real fire surrounds them. All targeted creatures have their Endure Elements & Resist Elements effects removed and suffer a 10% decrease to fire immunity for 1 round/level. Creatures who fail a Will save are also blocked from having the effects of Endure/Resist Elements applied on them for the duration of the spell.
SF Conjuration: Real Flames are hidden inside the illusory flames, inflicting 2d4 fire damage to affected creatures.
GSF Conjuration: Damage increase to 3d4.
Prismatic Sparks
Caster Level(s): Wizard / Sorcerer 3
Innate Level: 3
School: Illusion
Descriptor(s): Mind-Affecting
Component(s): Verbal, Somatic
Range: Cone, 30ft
Area of Effect / Target: Spell Cone
Duration: 1 Round/Level
Additional Counter Spells:
Save: Will Negates Spell Blocking Effect
Spell Resistance: Yes
Illusory Prismatic Sparks sends forth a dazzling array of colorful sparks that make all creatures within the area of effect believe real lightning surrounds them. All targeted creatures have their Endure Elements, Resist Elements & Protection from Elements effects removed and suffer a 15% decrease to electrical immunity for 1 round/level. Creatures who fail a Will save are also blocked from having the effects of Endure/Resist/Protection from Elements applied on them for the duration of the spell.
SF Conjuration: Real Sparks are hidden inside the illusory flames, inflicting 2d6 electrical damage to affected creatures.
GSF Conjuration: Damage increase to 3d6.
Sand Splash
Caster Level(s): Druid 1
Innate Level: 1
School: Conjuration
Descriptor(s): None
Component(s): Verbal, Somatic
Range: Cone, 30ft
Area of Effect / Target: Spell Cone
Duration: Damage Instant, Blindness 1 round/odd level
Additional Counter Spells:
Save: Reflex 1/2 Damage, Fortitude negates blind
Spell Resistance: Yes
A splash of sand shoots forth from the caster's hands, doing 1d4 points of piercing damage per odd caster level to all those within the area of effect, to a maximum of 5d4. Affected creatures who fail a fortitude save are also blinded for 1 round per odd caster level, maxed at 5 rounds.
Quicksand
Caster Level(s): Druid 2
Innate Level: 2
School: Conjuration
Descriptor(s):
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target: Huge
Duration: 1 Round / Level
Additional Counter Spells: Freedom of Movement
Save: Reflex Partial
Spell Resistance: Yes
Quicksand surrounds all creatures within the area of effect, reducing their AC and AB by 2 and reducing their movement at a reduced rate dependent on their Strength.
Spell Focus (Conjuration) increases the duration to 2 rounds / level.
Sand Pillar
Caster Level(s): Druid 3
Innate Level: 3
School: Evocation
Descriptor(s):
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target: Medium
Duration: Instant
Additional Counter Spells:
Save: Reflex 1/2
Spell Resistance: Yes
A pillar of sand strikes from the sky on all within the area of effect, inflicting 1d6 points of damage bludgeoning per caster level (to a maximum of 15d6). When cast during an Ash Storm half of the damage becomes positive energy.
Ice Whip
Caster Level(s): Druid 3
Innate Level: 3
School: Evocation
Descriptor(s): Cold
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target: Single
Duration: Instant
Additional Counter Spells:
Save: Reflex 1/2, Fortitude negates movement decrease
Spell Resistance: Yes
The Druid is able to flay an enemy with an icy whip that do 2d6 points of cold damage, + 1d6 per 2 caster levels above level 1. If the target fails a fortitude save, they are frozen for 1 round per odd level and suffer a 50% movement decrease.
Cone Of Stone
Caster Level(s): Druid 4
Innate Level: 4
School: Conjuration
Descriptor(s): None
Component(s): Verbal, Somatic
Range: Cone, 30ft
Area of Effect / Target: Spell Cone
Duration: Damage Instant, Knockdown single round
Additional Counter Spells:
Save: Reflex 1/2 Damage, Fortitude negates knockdown
Spell Resistance: Yes
A cone of hurled stones shoots forth from the caster's hands, doing 4d6 points of bludgeoning damage to all those within the area of effect. Affected creatures who fail a fortitude save are knocked down for a single round.
Sand Storm
Caster Level(s): Druid 5
Innate Level: 5
School: Evocation
Descriptor(s):
Component(s): Verbal, Somatic
Range: Personal
Area of Effect / Target: Colossal
Duration: Instant
Additional Counter Spells:
Save: Reflex 1/2
Spell Resistance: Yes
All enemies within this spell's area of effect are inundated with a rain of sand and take 1d6 points of piercing damage per caster level (to a maximum of 15d6). When cast during an Ash Storm, half of the damage becomes positive energy.
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