| Author | Topic: Spell Compendium (Read 593 times) |
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|  | Shield Other (in progress) « Reply #15 on May 7, 2008, 7:56am » | |
Shield Other
This spell wards the subject and creates a mystic connection between you and the subject so that some of its wounds are transferred to you. The subject gains a +1 deflection bonus to AC and a +1 resistance bonus on saves. Additionally, the subject takes only half damage from all wounds and attacks (including that dealt by special abilities) that deal hit point damage. The amount of damage not taken by the warded creature is taken by you. Forms of harm that do not involve hit points, such as charm effects, temporary ability damage, level draining, and death effects, are not affected. If the subject suffers a reduction of hit points from a lowered Constitution score, the reduction is not split with you because it is not hit point damage. When the spell ends, subsequent damage is no longer divided between the subject and you, but damage already split is not reassigned to the subject.
If you and the subject of the spell move out of range of each other, the spell ends.
Focus A pair of platinum rings (worth at least 50 gp each) worn by both you and the warded creature.
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|  | Shield of Law (in progress) « Reply #16 on May 7, 2008, 7:57am » | |
Shield of Law Saving Throw: See text
A dim, blue glow surrounds the subjects, protecting them from attacks, granting them resistance to spells cast by chaotic creatures, and slowing chaotic creatures when they strike the subjects. This abjuration has four effects.
First, each warded creature gains a +4 deflection bonus to AC and a +4 resistance bonus on saves. Unlike protection from chaos, this benefit applies against all attacks, not just against attacks by chaotic creatures.
Second, a warded creature gains spell resistance 25 against chaotic spells and spells cast by chaotic creatures.
Third, the abjuration blocks possession and mental influence, just as protection from chaos does.
Finally, if a chaotic creature succeeds on a melee attack against a warded creature, the attacker is slowed (Will save negates, as the slow spell, but against shield of law’s save DC).
Focus A tiny reliquary containing some sacred relic, such as a scrap of parchment from a lawful text. The reliquary costs at least 500 gp.
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|  | Summon Swarm (in progress) « Reply #17 on May 7, 2008, 8:01am » | |
Summon Swarm
Effect: One swarm of bats, rats, or spiders
You summon a swarm of bats, rats, or spiders (your choice), which attacks all other creatures within its area. (You may summon the swarm so that it shares the area of other creatures.) If no living creatures are within its area, the swarm attacks or pursues the nearest creature as best it can. The caster has no control over its target or direction of travel.
Arcane Material Component A square of red cloth.
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|  | Insect Plague (in progress) « Reply #18 on May 7, 2008, 8:01am » | |
Insect Plague
Effect: One swarm of locusts per three levels, each of which must be adjacent to at least one other swarm
You summon a number of swarms of locusts (one per three levels, to a maximum of six swarms at 18th level). The swarms must be summoned so that each one is adjacent to at least one other swarm (that is, the swarms must fill one contiguous area). You may summon the locust swarms so that they share the area of other creatures. Each swarm attacks any creatures occupying its area. The swarms are stationary after being summoned, and won’t pursue creatures that flee.
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|  | Move Sand (in progress) « Reply #19 on May 15, 2008, 8:25am » | |
Saving Throw: Will negates (object)
This magic allows the caster to direct the movement of sand in a localized area - even against the forces of wind, gravity, and spells that are 2nd level or lower. Control is by sheer will and expressive gesture; the caster does not have to touch the sand directly but he must be able to see it during the spellcasting. In all cases, movement of the sand is slow and obvious. This spell only functions in areas with a large amount of loose sand or dry earth, such as a desert, beach, or windswept barren. All or part of the loose sand in the area can be moved (within limits of the spell). Move sand does nothing in areas of solid rock, abundant plant life or great moisture; all three cause the spell to fail. Move sand can prevent sand from blowing or drifting into a designated area, or help the caster dig out the area. It serves equally well in the careful removal of sand from buried objects (even the living). The spell also can serve to create a drift that temporarily blocks an enemy's view. In certain situations, move sand can be used to trigger a slide of sand from atop a dune, or to protect individuals caught in such a sand slide. To determine success, make a caster level check (1d20 + caster level) with a DC equal to the DC of the Strength check that would normally have been required. If unsuccessful, the caster can try again next round. If this spell is used to deliberately lift sand or dust that is stable or at rest, it can create a cloud, which obscures vision like obscuring mist, that lasts for as long as the caster concentrates upon it. The caster must concentrate on this spell to move sand or to create an obscuring cloud, but not to simply keep sand out of an area. The spell does not end if the caster ceases to concentrate; it merely does not move any sand until concentration is resumed.
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|  | Sand Quiet (in progress) « Reply #20 on May 15, 2008, 8:26am » | |
Saving Throw: Will negates (object)
This spell causes silence to reign in the area immediately surrounding a touched item or creature. The target is muffled. All sounds emanating from the target - including those caused by something striking it - are transmitted far away and emitted in a random location (defined below). Likewise, sounds created by something that is held by or attached to the target are randomly displaced. Sand quiet does not prevent the recipient from speaking words of activation, such as those for magical items. Nor does it prevent him from uttering the vocal components of spellcasting. The recipient's ability to cast a spell is unchanged as long as that spell does not have a sound-based effect. Sand quiet is not powerful enough to avert sonic attacks, but does prevent language-dependent spells. Where, then do the muffled sounds go? They emanate from the ground in a random location 1d100+100 ft. away. The new location may lie in any of the eight cardinal directions from the source - i. e., north, south, east west, and their combinations. (The DM rolls 1d8 and assigns a direction to each result.) Creatures at this location can hear the recipient of this spell clearly. Due to the injury, confusion, and annoyance such errant sounds can cause, several local emirs have forbidden the use of this spell within a mile of their palaces. Other rulers both permit and enjoy these interruptions. If the errant sounds appear interesting, the emirs may send out guards or mages to investigate. Adventurers should check local customs before casting sand quiet. Material Component: A handful of local dirt or sand.
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|  | Sand Slumber (in progress) « Reply #21 on May 15, 2008, 8:27am » | |
Saving Throw: Will negates
This spell causes a magical sleep to come upon a single, living being of any species, class, or level, provided the individual normally needs sleep. If the save fails, the victim instantly sinks into a slumber for the duration of the spell, typically falling down and dropping held items. This fall never awakens the victim, but any subsequent violent impact or attack will do, as will shouts or other loud noise (like a nearby melee). Material Component: A pinch of very fine sand.
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|  | Traceless Travel (in progress) « Reply #22 on May 15, 2008, 8:28am » | |
This spell allows the recipient - either an individual or his mount - to tread upon sandy ground without leaving a visible trace. On other ground, the spell is worthless. Nor will it confuse a creature that tracks by scent. This spell affects the one creature, and one additional creature for every three levels, but these additional creatures must follow right behind, in the caster’s footsteps, to have their tracks concealed. Material Component: A handful of sand and the caster's teardrop.
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|  | Wind Compass « Reply #23 on May 15, 2008, 8:28am » | |
Divination[Air] Components: V, S, M Casting Time: 1 action Range: Personal Target: You Duration: 1 hour/die
By casting this spell, the caster creates a tiny, moaning wind that sounds in his ear alone. Its steady tone is anchored to a single compass direction chosen by the caster. When his ear is turned toward that direction, the tone is correct. When the caster turns aside from that direction moving his ear to the right or left, the tone rises or falls accordingly. Returning to the proper course restores the proper hum. Loud noises may drown out the hum, but ordinary conversation does not. The wind compass spell is most useful on overcast nights and in blinding sandstorms, when visibility is greatly reduced. The spell allows the caster to travel unerringly in a chosen direction. It cannot guide him along a complex or circuitous route, however nor can it help him find landmarks. It only reveals his heading. Material Component: A bit of earth mixed with spittle.
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|  | Find Water (in progress) « Reply #24 on May 15, 2008, 8:29am » | |
This involved incantation imbues one creature with a remarkable "nose" for water. The individual can smell (or otherwise sense) the presence of drinkable water within 20 miles plus 5 miles per level of the caster. The recipient can identify the direction in which the water lies, as well as the distance in miles. The spell only recognizes water sources containing 100 gallons or more. (A nearby water skin, for example, won't count.) If the recipient is above ground, only water lying 10 or fewer feet below the surface can be found. If the recipient is below ground himself, the spell can help him locate water lying up to 100 feet above or below his depth. Permanent water sources - wells, oases, cities, lakes, and seas - are automatically detected first, but the recipient has the option of ignoring any known sources of water. The spell’s percentile chance of finding water in the seemingly waterless deep desert normally equals the spell's range in miles. Roll percentile dice; if the result indicates that water is available, the die result indicates the distance in miles you have to travel to find it. Casting the spell twice over the same area where it previously failed to find water has small effect; the percentile chance of finding water can never be higher than the number of miles traveled since the spell was last cast plus the number of hours which have elapsed. Material Component: A drop of the casters sweat, spittle, or tears.
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|  | Summon Wind Dragons « Reply #25 on May 21, 2008, 6:30am » | |
Conjuration (subschool: Creation) [plane: Air] Components: V, S, F Casting Time: 1 action Range: Medium (100 ft. + 10 ft./die) Effect: 1 wind dragon/2 die Duration: Concentration, maximum 1 round/die Saving Throw: None
Enables the caster to create a number of small whirlwinds or vortices, dubbed wind dragons. These whirling, shadowy presences measure 3 feet in diameter, and move under to the mental direction of the caster. One wind dragon is created for every two die of the caster.
Wind dragons are 1 die creatures with the ability to team up as a grunt squad.
The spell fails if cast in a place without air. For example, it won't work underwater. Focus: A cup of any sort.
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|  | Slow « Reply #26 on May 21, 2008, 6:41am » | |
Transmutation Components: V, S, M Casting Time: 1 action Range: Close (25 ft. + 5 ft./2 die) Targets: One creature/die, no two of which can be more than 30 ft. apart Duration: 1 round/die Saving Throw: Yes
An individual under the effects of a SLOW spell can move half their normal rate. In melee combat they are required to make two sets of their allowed rolls and keep the worse of the two. Ranged attacks are at half the normal rate.
Multiple slow effects don’t stack. Slow counters and dispels haste.
Material Component A drop of molasses.
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