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Armor Of Darkness

Abjuration [Darkness]
Level:
Darkness 4
Components: V, S, DF
Casting Time: 1 action
Range: Touch
Target: Creature touched
Duration: 10 minutes/level
Saving Throw: Will negates (harmless)
Spell Resistance: 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

Ashnar's Athleticate Augmentation

(Private Spell)

Transmutation
Level:
Sor/Wiz 2
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 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.

After constant reminders about his physical inadequacy, Ashnar considered creating a spell to aid with this all-too-common adventuring hurdle.

Ashnar's Fiery Shackles

(Private Spell)

Conjuration (Creation) [Fire]
Level: Sor/Wiz 2
Components: V, S, F
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: 1 round/level (D)
Saving Throw: Reflex negates
Spell Resistance: 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.
Focus: A set of masterwork manacles (costing 50 gp).
-Created by Knight Otu

Ashnar's Mark

(Now a public spell)

Abjuration
Level:
Sor/Wiz 1
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: Permanent (D) (see text)
Saving Throw: Will negates (harmless)
Spell Resistance: 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

Ashnar's Pyromagical Enhancement, Lesser

(Private Spell)

Transmutation [Fire]
Level:
Sor/Wiz 2
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 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:

  • 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.
  • 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.

Note: The duration of Ashnar's Lesser Pyromagical Enhancement cannot be extended or otherwise made longer than 1 round.
-Created by Knight Otu

Ashnar's Pyromagical Enhancement

(Private Spell, not researched yet)

Transmutation [Fire]
Level:
Sor/Wiz 4
Duration: 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:

  • 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.

Note: The duration of Ashnar's Pyromagical Enhancement cannot be extended or otherwise made longer than 2 rounds.
-Created by Knight Otu

Ashnar's Pyromagical Enhancement, Greater

(Private Spell, not researched yet)

Transmutation [Fire]
Level:
Sor/Wiz 8
Duration: 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.
  • 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.
Note: The duration of Ashnar's Greater Pyromagical Enhancement cannot be extended or otherwise made longer than 3 rounds.

-Created by Knight Otu

Ashnar's Reflect Domination

(Private Spell, not researched yet)

Abjuration
Level:
Sor/Wiz 5
Components: V, S, M
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 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. Ashnar's reflect domination 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 Ashnar's reflect domination is not expended. You cannot be under the effect of multiple spell turning effects (such as spell turning and Ashnar's reflect domination). 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.

Material Component: A small silver mirror.

Ashnar's phantasmal killer were the many faces of failure. He swore that he would never have to face it again.

-Created by Knight Otu

Ashnar's Shield Swarm

(Private Spell)

Abjuration [Force]
Level: Sor/Wiz 3
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: Up to 1 ally/level
Duration: 1 minute/level (D)
Saving Throw: Will negates (harmless)
Spell Resistance: 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

Ashnar's Sparkstrike

(Private Spell)

Evocation [Fire]
Level:
Sor/Wiz 1
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Targets: One primary target, plus one secondary target/level (each of which must be within 30 ft. of the primary target)
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: 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

Blacklight

Evocation [Darkness]
Level:
Darkness 3, Sor/Wiz 3
Components: V, S, M
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Area: A 20-ft.-radius emanation centered on a creature, object, or point in space
Duration: 1 round/level (D)
Saving Throw: Will negates or none (object)
Spell Resistance: 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

Blood Tell

Necromancy [Language-Dependent]
Level:
Blood 6
Components: V, S, DF
Casting Time: 10 minutes
Range: Touch
Target: The blood of one creature
Duration: 1 min./level
Saving Throw: Will negates; see text
Spell Resistance: 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.
Note: The cleric's divine focus must touch the blood to be questioned.
-Created by Sparky

Bolt Of Glory

Evocation [Good]
Level: Glory 6
Components: V, S, DF
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./level)
Effect: Ray
Duration: Instantaneous
Saving Throw: None
Spell Resistance: 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:

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 - -

-From the SRD

Bolts Of Bedevilment

Enchantment [Mind-Affecting]
Level: Madness 5
Components: V, S
Casting Time: One action
Range: Medium (100 ft. + 10 ft./level)
Effect: Ray
Duration: 1 round/level
Saving Throw: Will negates
Spell Resistance: 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.
-From the SRD

Brain Spider

Divination [Mind-Affecting]
Level: Cleric 8, Mind 7
Components: V, S, M, DF
Casting Time: 1 round
Range: Long (400 ft. + 40 ft./level)
Targets: Up to eight living creatures
Duration: 1 min./level
Saving Throw: Will negates
Spell Resistance: 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:

  • 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.

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.
Material Component: A spider of any size or kind. It can be dead, but must still have all eight legs.
-From the SRD

Crown Of Glory

Evocation
Level: Glory 8
Components: V, S, M, DF
Casting Time: 1 full round
Range: Personal
Area: 120-ft.-radius emanation centered on you
Duration: 1 minute/level
Saving Throw: Will negates
Spell Resistance: 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.
Material Component: worth at least 200 gp.
-From the SRD

Disturb Equilibrium

Enchantment [Mind Affecting]
Level:
Sor/Wiz 1
Components: V, S
Casting Time: 1 Standard Action
Range: Close (25 ft. plus 5 ft./2 levels)
Area: 5' Radius Burst
Duration: One round/level
Saving Throw: Will Negates
Spell Resistance: 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

Genesis

Conjuration (Creation)
Level:
Creation 9
Components: V, S , M, X P
Casting Time: 1 week (8 hours/day)
Range: 180 ft.
Effect: A demiplane on the Ethereal Plane centered on your location
Duration: Instantaneous
Saving Throw: None
Spell Resistance: 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.
XP Cost: 5,000 XP.
-Derived from OGC

Hardening

Transmutation
Level:
Sor/Wiz 6, Artifice 7
Components: V, S
Casting Time: 1 action
Range: Touch
Target: One item of a volume no greater than 10 cu. ft./level (see text)
Duration: Permanent
Saving Throw: None
Spell Resistance: 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.

Maddening Scream

Enchantment (Compulsion) [Mind-Affecting]
Level: Sor/Wiz 8, Madness 8
Components: V
Casting Time: One action
Range: Touch
Target: Living creature touched
Duration: 1d4+1 rounds
Saving Throw: None
Spell Resistance: Yes
The subject cannot keep him or herself from behaving as though completely mad. This spell makes it impossible for the victim to do anything other than race about caterwauling.
The effect worsens the Armor Class of the creature by 4, makes Reflex saving throws impossible except on a roll of 20, and makes it impossible to use a shield.
-From the SRD

Merciful Claw

Transmutation
Level:
Drd 3, Rgr 2
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living creature
Duration: 10 min./level
Saving Throw: Will negates
Spell Resistance: Yes
This spell magically makes one natural weapon of the target merciful, as the weapon quality of the same name. The weapon deals an extra 1d6 points of damage, and all damage it deals is nonlethal damage.
The effects of this spell do not stack with the merciful weapon quality. The spell can affect a slam attack, fist, bite, or other natural weapon.
Merciful claw can be made permanent with a permanency spell, requiring caster level 11th, and 1500 XP.
-Created by Knight Otu

Merciful Weapon

Transmutation
Level:
Clr 3, Pal 2
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: One weapon or fifty projectiles, all of which must be in contact with each other at the time of casting
Duration: 10 min./level
Saving Throw: Will negates (harmless, object)
Spell Resistance: Yes (harmless, object)
This spell magically makes a weapon merciful, as the weapon quality of the same name. The weapon deals an extra 1d6 points of damage, and all damage it deals is nonlethal damage. If cast on a bow, crossbow, or sling, the weapon bestows the merciful effect upon its ammunition. If cast on arrows or crossbow bolts, the merciful effect on a particular projectile ends after one use, whether or not the missile strikes its intended target. (Treat shuriken as arrows, rather than as thrown weapons, for the purpose of this spell.)
The effects of this spell do not stack with the merciful weapon quality. You can�t cast this spell on a natural weapon, such as a claw.
-Created by Knight Otu

Probe Thoughts

Divination [Mind-Affecting]
Level: Mind 6, Wiz/Sor 6
Components: V, S
Casting Time: 1 minute
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living creature
Duration: Concentration
Saving Throw: Fortitude negates; see text
Spell Resistance: Yes
All the subject�s memories and knowledge are accessible to you, ranging from memories deep below the surface to those still easily called to mind. You can learn the answer to one question per round, to the best of the subject�s knowledge. You can also probe a sleeping subject, though the subject may make a Will save against the DC of the probe thoughts spell to wake after each question. Subjects who do not wish to be probed can attempt to move beyond the power�s range, unless somehow hindered. You pose the questions telepathically, and the answers to those questions are imparted directly to your mind. You and the target do not need to speak the same language, though less intelligent creatures may yield up only appropriate visual images in answer to your questions.
-From the SRD

Rays of Precise Force

Evocation [Force]
Level:
Sor/Wiz 1
Components: V, S
Casting Time: 1 Standard Action
Range: Close (25 ft. plus 5 ft./2 levels)
Effect: One or more rays
Duration: One round/level
Saving Throw: None
Spell Resistance: Yes
This spell enshrouds the casters hand in a nimbus of force. As a standard action, the caster can cause the nimbus to shoot out a very weak but extremely accurate ray of force, which strikes as a ranged touch attack and deals one point of damge to any target it hits. The caster recieves a +2 bonus on his attack roll. This bonus increases by +1 for every 2 caster levels, to a maximum of +10 at level 16 or higher. The nimbus dissipates at the end of the duration, or once the character has used it to shoot 15 rays of precise force.
-Created by Patlin

Surelife

Abjuration
Level: Repose 8
Components: V, S, M
Casting Time: 1 round
Range: Personal
Target: You
Duration: 1 minute/2 levels
This spell allows the caster to protect him or herself against some condition that would ordinarily cause certain death. The character can only protect him or herself against a natural occurrence or condition, not against a spell or the action of a creature. The character must specify the condition against which he or she wishes to protect him or herself, and the spell is effective only against that condition. Should the character be subjected to that condition during the duration of the spell, he or she feels no discomfort and takes no damage from the condition. However, the spell does not protect any items carried on the caster�s person. At the end of the spell�s duration, the condition has full normal effects if the character is still subjected to it.
-From the SRD

Taste of Evil

Enchantment (Compulsion) [Evil, Mind-Affecting]
Level: Cleric 5, Corruption 4
Components: V,S,DF
Casting time: 1 standard action
Range: Close
Target: One creature
Duration: 1 hour / level
Saving Throw: Will negates
Spell Resistance:[ Yes
On a failed Will save, the affected creature becomes Evil. This does not change the target's allegiances or outlook in any other way, so they won't just randomly attack their friends, but their sudden dark epiphany may make them more amenable to doublecrossing their allies or other such shady negotiations. Because Taste of Evil is a Mind-Affecting spell, a Paladin who commits an evil act because of the spell (or any similar class that loses their abilities to due an alignment violation caused by the spell) can receive an Atonement without costing XP, as usual for the Atonement spell.
-Created by Rystil Arden

Telepathic Bond, Lesser

Divination [Mind-Affecting]
Level: Cleric 3, Mind 3, sorcerer/wizard 3
Components: V, S
Casting Time: 1 standard action
Range: 30 ft.
Targets: You and one willing creature within 30 ft.
Duration: 10 min./level
Saving Throw: None
Spell Resistance: No
You forge a telepathic bond with another creature with an Intelligence score of 6 or higher. The bond can be established only with a willing subject. You can communicate telepathically through the bond regardless of language. No special power or influence is established as a result of the bond. Once the bond is formed, it works over any distance (although not from one plane to another).
-From the SRD

Tireless Journey

Transmutation
Level:
Drd 1, Rgr 1, Bard 1
Components: V, S
Casting Time: 1 minute
Range: Touch
Target: You plus one willing humaniod per two caster levels
Duration: 24 hours
Favored by journeyers of all types, this spell allows a traveler to move at a higher speed for an entire day without tiring. It has no effect on a character's base speed, and does not remove fatigue from other sources, nor the penalties for a forced march. However, for all overland travel, the character can move at her hustle speed for as long as she could normally walk, and her run speed for as long as she could normally hustle.
-Created by Kahuna Burger

Touch Of Madness

Enchantment [Mind-Affecting]
Level: Madness 2
Components: V, S
Casting Time: One action
Range: Touch
Target: Creature touched
Duration: 1 round/level
Saving Throw: Will negates
Spell Resistance: Yes
The caster may daze one living creature by making a successful touch attack. If the target creature does not make a successful Will save, its mind is clouded and it takes no action for 1 round per caster level. The dazed subject is not stunned (so attackers get no special advantage against it), but it can�t move, cast spells, use mental abilities, and so on.
-From the SRD

True Creation

Conjuration (Creation)
Level:
Artifice 8, Creation 8
Components: V, S , M, X P
Casting Time: 10 minutes
Range: 0 ft.
Effect: Unattended, nonmagical object of nonliving matter, up to 1 cu. ft./level
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
The caster creates a nonmagical, unattended object of any sort of matter. Items created are permanent and cannot be negated by dispelling magics or negating powers. For all intents and purposes, these items are completely real. The volume of the item created cannot exceed 1 cubic foot per caster level. The caster must succeed at an appropriate skill check to make a complex item.
Unlike the items brought into being by the lower-level spells minor creation and major creation, objects created by the casting of true creation can be used as material components.
XP Cost: The item�s gold piece value in XP, or a minimum of 1 XP, whichever is more.
-Derived from OGC

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