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Casting Time: 1 standard action | Casting Time: 1 standard action | ||
Range: Close (25 ft. + 5 ft./2 levels) | Range: Close (25 ft. + 5 ft./2 levels) | ||
Area: 20-ft.-radius emanation | Area: 20-ft.-radius emanation centred on a point in space | ||
Duration: 2 hours/level (D) | Duration: 2 hours/level (D) | ||
Saving Throw: None | Saving Throw: None | ||
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Spell Resistance: No | Spell Resistance: No | ||
You cloak yourself in an aura that gives you a +1 bonus per 3 caster levels (maximum +5) on saving throws against spells and spell like abilities, and you gain electricity resistance 10. | You cloak yourself in an aura that gives you a +1 bonus per 3 caster levels (maximum +5) on saving throws against spells and spell-like abilities, and you gain electricity resistance 10. | ||
====''Ward Area''==== | ====''Ward Area''==== | ||
Abjuration | Abjuration | ||
Level:Cleric 4, Druid 4, Sorc/Wiz 4 | Level: Cleric 4, Druid 4, Sorc/Wiz 4 | ||
Components: V, S | Components: V, S | ||
Casting Time: 1 standard action | Casting Time: 1 standard action | ||
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Spell Resistance: No | Spell Resistance: No | ||
This spell instantly transports you to a designated destination, predetermined through the configuration menu. For every three caster levels, you may also bring one additional willing Medium creature or its equivalent. Small creatures count as Medium creatures for the purpose of this spell, but each Large creature counts as two Medium creatures, each Huge creature counts as two Large creatures, and so forth. All creatures to be transported must standing within 10ft of the caster. The creatures do not need to be willing. Teleportation is indiscriminate and will take any valid creature in range (potentially including summoned creatures!), even if they are hostile. | This spell instantly transports you to a designated destination, predetermined through the configuration menu. For every three caster levels, you may also bring one additional willing Medium creature or its equivalent. Small creatures count as Medium creatures for the purpose of this spell, but each Large creature counts as two Medium creatures, each Huge creature counts as two Large creatures, and so forth. All creatures to be transported must be standing within 10ft of the caster. The creatures do not need to be willing. Teleportation is indiscriminate and will take any valid creature in range (potentially including summoned creatures!), even if they are hostile. | ||
'''It is not possible to Teleport into different Rings or different Planes. Many areas permanently block teleportations, indicating magical | '''It is not possible to Teleport into different Rings or different Planes. Many areas permanently block teleportations, indicating magical defences.''' | ||
'''Teleportation requires three rounds of concentration to complete. Any damage incurred while focusing on the spell will prompt a difficult concentration check. Failing the check, or closing the channel prematurely, immediately causes the spell to fail.''' | '''Teleportation requires three rounds of concentration to complete. Any damage incurred while focusing on the spell will prompt a difficult concentration check. Failing the check, or closing the channel prematurely, immediately causes the spell to fail.''' | ||
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Duration: 4 rounds / level | Duration: 4 rounds / level | ||
Save: none | Save: none | ||
Spell | Spell Resistance: no | ||
The caster summons a swarm of 2-3 summons of the first circle. | The caster summons a swarm of 2-3 summons of the first circle. | ||
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Effect: see text | Effect: see text | ||
Save: will | Save: will | ||
Spell | Spell Resistance: yes | ||
You can see and hear some creature, which may be anywhere within the same region. If the subject succeeds on a Will save, the scrying attempt simply fails. If the save fails, you can see and hear the subject and the subject's immediate surroundings. You cannot speak, cast spells, or otherwise act while scrying. To cancel the scrying before the end of the full duration, simply type "/c end_scrying" and the spell will end. When casting, you must make a successful Spellcraft check, or the spell fails. | You can see and hear some creature, which may be anywhere within the same region. If the subject succeeds on a Will save, the scrying attempt simply fails. If the save fails, you can see and hear the subject and the subject's immediate surroundings. You cannot speak, cast spells, or otherwise act while scrying. To cancel the scrying before the end of the full duration, simply type "/c end_scrying" and the spell will end. When casting, you must make a successful Spellcraft check, or the spell fails. | ||
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Duration: instant | Duration: instant | ||
Save: fortitude 1/2 | Save: fortitude 1/2 | ||
Spell | Spell Resistance: yes | ||
The caster blasts his target with future pain they'll suffer 1d4 rounds in the future and deals 1d4 points of bludgeoning damage per caster level to the target. | The caster blasts his target with future pain they'll suffer 1d4 rounds in the future and deals 1d4 points of bludgeoning damage per caster level to the target. | ||
* '''SF: Divination''': adds additional 1d4 damage and a creature that fails the saving throw is knocked down for a single round. | * '''SF: Divination''': adds additional 1d4 damage and a creature that fails the saving throw is knocked down for a single round. | ||
* '''GSF: Divination''': adds 1d4 Rounds of Stun on a failed | * '''GSF: Divination''': adds 1d4 Rounds of Stun on a failed saving throw. | ||
* A Wizard with '''Spell School: Divination''' adds 1d4 damage. | * A Wizard with '''Spell School: Divination''' adds 1d4 damage. | ||
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Casting Time: 1 standard action | Casting Time: 1 standard action | ||
Range: 40ft | Range: 40ft | ||
Area: 40-ft-radius spread | Area: 40-ft-radius spread centred on you | ||
Duration: 1 minute/level | Duration: 1 minute/level | ||
Saving Throw: Will negates | Saving Throw: Will negates | ||
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You release a joyous, boisterous laugh that strengthens the resolve of good creatures and weakens the resolve of evil creatures. | You release a joyous, boisterous laugh that strengthens the resolve of good creatures and weakens the resolve of evil creatures. | ||
Good creatures within the spell's area gain the following benefits for the duration of the spell: a +2 morale bonus on attack rolls | Good creatures within the spell's area gain the following benefits for the duration of the spell: a +2 morale bonus on attack rolls and saves against fear effects. plus temporary hit points equal to 1d8 + caster level(to a maximum of 1d8 +20 at level 20). | ||
Evil creatures within the spell's | Evil creatures within the spell's area that fail a Will save will take a -2 morale penalty on attack rolls and saves against fear effects for the duration of the spell. | ||
Creatures must be able to hear the laugh to be affected by the spell. Creatures that are neither good nor evil are unaffected by Chaav's Laugh. | Creatures must be able to hear the laugh to be affected by the spell. Creatures that are neither good nor evil are unaffected by Chaav's Laugh. | ||
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Duration: 1 round / level | Duration: 1 round / level | ||
Save: no | Save: no | ||
Spell | Spell Resistance: no | ||
A single target receives +2 to attack and saves for one round / level. | A single target receives +2 to attack and saves for one round / level. | ||
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Duration: instant | Duration: instant | ||
Save: reflex 1/2 | Save: reflex 1/2 | ||
Spell | Spell Resistance: yes | ||
The caster launches a blast of elemental energy, dealing the target | The caster launches a blast of elemental energy, dealing 1d4 damage to the target for each of the caster's levels. The blast's energy is chosen by the caster and can be fire, electricity, cold or acid. | ||
==== ''Ice Burst'' ==== | ==== ''Ice Burst'' ==== | ||
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Duration: Instant | Duration: Instant | ||
Additional Counter Spells: | Additional Counter Spells: | ||
Save: Reflex 1/2, Fortitude negates effect | Save: Reflex 1/2, Fortitude negates the effect | ||
Spell Resistance: Yes | Spell Resistance: Yes | ||
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Components: verbal | Components: verbal | ||
Range: short (8 meters) | Range: short (8 meters) | ||
Area of effect: 11 meter cone | Area of effect: 11-meter cone | ||
Duration: instant | Duration: instant | ||
Save: reflex negates knockdown; fortitude negates deafness | Save: reflex negates knockdown; fortitude negates the deafness | ||
Spell | Spell Resistance: yes | ||
All targets within an 11 meter cone take 1d8 sonic damage per two levels, must pass a Fortitude save or be deafened for one round / level, and must pass a Reflex save to resist being knocked down for one round. | All targets within an 11-meter cone take 1d8 sonic damage per two levels, must pass a Fortitude save or be deafened for one round / level, and must pass a Reflex save to resist being knocked down for one round. | ||
==== ''Wall of Ice'' ==== | ==== ''Wall of Ice'' ==== | ||
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* '''SF Transmutation:''' Your movement speed increases by 25% for 2 rounds. | * '''SF Transmutation:''' Your movement speed increases by 25% for 2 rounds. | ||
* '''GSF Transmutation:''' Your movement speed increases by 50% for 4 rounds. | * '''GSF Transmutation:''' Your movement speed increases by 50% for 4 rounds. | ||
* '''GSF Necromancy:''' Applies you and | * '''GSF Necromancy:''' Applies you and the Mirror Image a Damage Shield - Negative, 1d4 damage + 1 additional damage per 2 levels | ||
==Necromancy== | ==Necromancy== | ||
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Spell Resistance: Yes | Spell Resistance: Yes | ||
You infuse a living creature's blood with a hot, corrosive mixture, dealing 1d8 acid and 1d8 fire damage each round. Each round the target may attempt a fortitude save to negate the damage for that round. On any round which the creature fails | You infuse a living creature's blood with a hot, corrosive mixture, dealing 1d8 acid and 1d8 fire damage each round. Each round the target may attempt a fortitude save to negate the damage for that round. On any round which the creature fails its save, it is slowed. | ||
==== ''Chill Touch'' ==== | ==== ''Chill Touch'' ==== | ||
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Components: verbal, somatic | Components: verbal, somatic | ||
Range: medium (20 meters) | Range: medium (20 meters) | ||
Area of effect: huge (6.67 meter radius) | Area of effect: huge (6.67-meter radius) | ||
Duration: 1 round / level | Duration: 1 round / level | ||
Save: | Save: Will negates | ||
Spell | Spell Resistance: yes | ||
In a large area of effect, all undead creatures must make a Will save or be paralyzed for one round / level. | In a large area of effect, all undead creatures must make a Will save or be paralyzed for one round / level. | ||
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Spell Resistance: Yes | Spell Resistance: Yes | ||
As Polymorph, except that you change the subject into a Small or smaller animal of no more than 1 HD (such as a dog, lizard or toad). If the new form would prove fatal to the creature, the target gets a +4 bonus on the save. If the spell succeeds, the subject must also make a Will save. If this second save fails, the creature loses it's extraordinary, supernatural and spell-like abilities, loses | As Polymorph, except that you change the subject into a Small or smaller animal of no more than 1 HD (such as a dog, lizard or toad). If the new form would prove fatal to the creature, the target gets a +4 bonus on the save. If the spell succeeds, the subject must also make a Will save. If this second save fails, the creature loses it's extraordinary, supernatural and spell-like abilities, loses its ability to cast spells, and gains the alignment, special abilities and Intelligence, Wisdom and Charisma scores of its new form in place of its own. It still retains its class and level (or HD), as well as all benefits deriving therefrom. Incorporeal or gaseous creatures are immune to being polymorphed, and a creature with the Shapechanger subtype can revert to its normal form. | ||
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Spell Resistance: No | Spell Resistance: No | ||
This spell reduces the target's spell resistance by 1 per caster level (maximum reduction of 15). The caster receives a bonus to the spell | This spell reduces the target's spell resistance by 1 per caster level (maximum reduction of 15). The caster receives a bonus to the spell save DC equal to his caster level. | ||
==== ''Mass Ultravision'' ==== | ==== ''Mass Ultravision'' ==== | ||
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Spell Resistance: No | Spell Resistance: No | ||
You send a message or sound on the wind to a designated spot within the same region. The whispering wind travels to a specific location within range that is familiar to you, provided that it can find a way to the location. A whispering wind is as gentle and unnoticed as a zephyr until it reaches the location. It then delivers its message or | You send a message or sound on the wind to a designated spot within the same region. The whispering wind travels to a specific location within range that is familiar to you, provided that it can find a way to the location. A whispering wind is as gentle and unnoticed as a zephyr until it reaches the location. It then delivers its message or another sound. Note that the message is delivered regardless of whether anyone is present to hear it. The wind then dissipates. | ||
Note that you can store and set destinations for whispering wind with your Teleport configuration menu (which is accessed from your craft menu). | Note that you can store and set destinations for whispering wind with your Teleport configuration menu (which is accessed from your craft menu). | ||
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