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en:spell-new [2024/02/15 22:51] razyelen:spell-new [2024/04/01 09:34] (current) – [True Resurrection] razyel
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-====Agannazzar's Scorcher==== 
-Caster Level(s): Sorc/Wiz 2 
-Innate Level: 2 
-School: Evocation 
-Descriptor(s): Fire 
-Component(s): Verbal, Somatic 
-Range: Medium 
-Area of Effect / Target: Chain of targets in a straight line 
-Duration: Instant 
-Additional Counter Spells: 
-Save: Reflex half 
-Spell Resistance: Yes 
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-A jet of roaring flame bursts from your outstretched hand, dealing 1d8 points of damage per two caster levels, to a maximum of 5d8. 
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-====Deep Slumber==== 
-Caster Level(s): Wizard / Sorcerer 3 
-Innate Level: 3 
-School: Enchantment 
-Descriptor(s): Mind-Affecting 
-Component(s): Verbal, Somatic 
-Range: Medium 
-Area of Effect / Target: Huge 
-Duration: 3 Rounds + 1 / Caster Level 
-Additional Counter Spells:  
-Save: Will Negates 
-Spell Resistance: Yes 
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-Causes 4 + 1d4 HD of creatures to fall into a comatose slumber, beginning with those with the fewest HD. Creatures with 10 or more HD are unaffected. 
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-====Disintegrate==== 
-Caster Level(s): Wizard / Sorcerer 6 
-Innate Level: 6 
-School: Transmutation 
-Descriptor(s): Magic 
-Component(s): Verbal, Somatic 
-Range: Medium 
-Area of Effect / Target: Single 
-Duration: Instant 
-Additional Counter Spells: 
-Save: Fortitude partial 
-Spell Resistance: Yes 
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-A thin, green ray springs from your pointing finger. You must make a successful ranged touch attack to hit. Any creature struck by the ray takes 2d6 points of damage per caster level (to a maximum of 40d6). Any creature reduced to 0 or fewer hit points by this spell is entirely disintegrated, leaving behind only a trace of fine dust. A disintegrated creature’s equipment is unaffected. 
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-A creature or object that makes a successful Fortitude save is partially affected, taking only 5d6 points of damage. If this damage reduces the creature or object to 0 or fewer hit points, it is entirely disintegrated. 
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-Only the first creature or object struck can be affected; that is, the ray affects only one target per casting.  
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-====Lion Heart==== 
-Caster Level(s): Paladin 1 
-Innate Level: 1 
-School: Abjuration 
-Descriptor(s): 
-Component(s): Verbal, Somatic 
-Range: Touch 
-Area of Effect / Target: Single 
-Duration: 1 Round / Level 
-Additional Counter Spells: 
-Save: None 
-Spell Resistance: No 
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-The subject gains immunity to fear effects. 
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-====Longstrider==== 
-Caster Level(s): Druid 1, Ranger 1 
-Innate Level: 7 
-School: Transmutation 
-Descriptor(s): 
-Component(s): Verbal, Somatic 
-Range: Personal 
-Area of Effect / Target: You 
-Duration: 1 hour/level 
-Additional Counter Spells: 
-Save: Harmlesss 
-Spell Resistance: No 
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-This spell increases your base land speed by 10 feet. 
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-====Mass Drown==== 
-Caster Level(s): Druid 9 
-Innate Level: 9 
-School: Transmutation 
-Descriptor(s): 
-Component(s): Verbal, Somatic 
-Range: Short 
-Area of Effect / Target: Huge 
-Duration: Instant 
-Additional Counter Spells: 
-Save: Fortitude negates 
-Spell Resistance: Yes 
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-The caster creates water in the lungs of a target creatures. Any drowned creature takes 90% of its current hit points as damage. Golems and other nonliving creatures cannot be drowned. 
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-====Call Lightning Storm==== 
-Caster Level(s): Druid 5 
-Innate Level: 5 
-School: Evocation 
-Descriptor(s): Electricity 
-Component(s): Verbal, Somatic 
-Range: Long 
-Area of Effect / Target: Large 
-Duration: Instant 
-Additional Counter Spells:  
-Save: Reflex 1/2 
-Spell Resistance: Yes 
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-All enemies within the area of effect take 1d6 points of electrical damage per caster level, to a maximum of 15d6. 
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-====Baleful Polymorph==== 
-School: Transmutation 
-Caster Level: Druid 5. Sorcerer/Wizard 5 
-Components: V, S 
-Range: Close 
-Target: One creature 
-Duration: Permanent 
-Saving Throw: Fortitude negates, Will partial 
-Spell Resistance: Yes 
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-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 it's ability to cast spells, and gains the alignment, special abilities and Intelligence, Wisdom and Charisma scores of it's new form in place of its own. It still retains it's 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 it's normal form. 
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-====Fire Seeds==== 
-Caster Level(s): Druid 6 
-Innate Level: 6 
-School: Evocation 
-Descriptor(s): Fire 
-Component(s): Verbal, Somatic 
-Range: Touch 
-Area of Effect / Target: Creature, Melee Weapon 
-Duration: 1 Hour / Level 
-Additional Counter Spells:  
-Save: None 
-Spell Resistance: No 
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-As many as four acorns turn into special splash weapons that can be hurled as far as 100 feet. A ranged touch attack roll is required to strike the intended target. Together, the acorns are capable of dealing 1d6 points of fire damage per caster level (maximum 20d6), divided up among the acorns. 
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-====Nature's Avatar==== 
-Caster Level(s): Druid 9 
-Innate Level:9 
-School: Evocation 
-Descriptor(s): 
-Component(s): Verbal, Somatic 
-Range: Touch 
-Area of Effect / Target: Animal Companion 
-Duration: 1 minute/ level 
-Additional Counter Spells: 
-Save: Harmless 
-Spell Resistance: No 
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-The target animal companion gains +10 to attack and damage rolls and add 1d8 temporary hit points per caster level, plus the effects of haste. 
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-====Whirlwind==== 
-Caster Level(s): Druid 8 
-Innate Level: 8 
-School: Evocation 
-Descriptor(s): 
-Component(s): Verbal, Somatic 
-Range: Long 
-Area of Effect / Target: Colossal 
-Duration: 1 Round / Level 
-Additional Counter Spells:  
-Save: Reflex negates 
-Spell Resistance: Yes 
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-This spell creates a powerful cyclone of raging wind around you. Each round all creatures in area of effect must succeed on a Reflex save or take 3d6 points of damage. Medium and smaller creatures takes 3d8 damage. 
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-Additionally the whirlwind makes hitting caster with ranged weapons difficult thus caster gains 50% concealment vs ranged attacks. 
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-====Spike Stones==== 
-Caster Level(s): Druid 4 
-Innate Level: 4 
-School: Transmutation 
-Descriptor(s): 
-Component(s): Verbal, Somatic 
-Range: Long 
-Area of Effect / Target: Large 
-Duration: 1 hour / level 
-Additional Counter Spells: 
-Save: Reflex partial 
-Spell Resistance: Yes 
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-Covers the terrain with small spikes. Any creature will suffer 1d8 points of damage each round that they remain within the afflicted area. These spikes can damage the victim's legs, so that even once they are free of the spike growth, their movement rate is slowed for a day. 
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-====Shout==== 
-Caster Level(s): Bard 4, Sorcerer/Wizard 4 
-Innate Level: 5 
-School: Evocation 
-Descriptor(s): Sonic 
-Component(s): Verbal 
-Range: Short 
-Area of Effect / Target: Cone 
-Duration: Instant 
-Additional Counter Spells:  
-Save: Fortitude partial 
-Spell Resistance: Yes 
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-You emit an ear-splitting yell that deafens and damages creatures in its path. Any creature within the area is deafened for 2d6 rounds and takes 5d6 points of sonic damage. A successful save negates the deafness and reduces the damage by half. 
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-A shout spell cannot penetrate a silence spell. 
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-====Greater Shout==== 
-Caster Level(s): Bard 6, Sorcerer/Wizard 8 
-Innate Level: 6 
-School: Evocation 
-Descriptor(s): Sonic 
-Component(s): Verbal 
-Range: Short 
-Area of Effect / Target: Cone 
-Duration: Instant 
-Additional Counter Spells:  
-Save: Fortitude partial 
-Spell Resistance: Yes 
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-You emit an ear-splitting yell that deafens and damages creatures in its path. Any creature within the area is stunned for 1 round and deafened for 4d6 rounds and takes 10d6 points of sonic damage. A successful save negates the stun and deafness and reduces the damage by half. 
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-A shout spell cannot penetrate a silence spell. 
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-====Magic Stone==== 
-Caster Level(s): Cleric 1, Druid 1 
-Innate Level: 1 
-School: Transmutation 
-Descriptor(s): Weapon Enchantment 
-Component(s): Verbal, Somatic 
-Range: Personal 
-Area of Effect / Target: Creature or Bullets 
-Duration: 1 Minute / Level 
-Additional Counter Spells:  
-Save: None 
-Spell Resistance: No 
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-You empower the touched bullets with a +1 damage bonus, and a 1d6 damage bonus vs. undead. 
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-====Goodberry==== 
-Caster Level(s): Druid 1 
-Innate Level: 1 
-School: Transmutation 
-Components: V, S 
-Range: Personal 
-Target: Self 
-Duration: Instant 
-Saving Throw: Harmless 
-Spell Resistance: No 
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-Casting a Goodberry spell creates 5 magical berries that the caster can carry with him/her. Each berry restores 4 Hit Points when eaten. 
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-====Corrupt Weapon==== 
-Caster Level(s): Blackguard 1 
-Innate Level: 1 
-School: Transmutation 
-Descriptor(s): Weapon Enchantment 
-Component(s): Verbal, Somatic 
-Range: Touch 
-Area of Effect / Target: Creature or Melee Weapon 
-Duration: 1 Minute / Level 
-Additional Counter Spells:  
-Save: None 
-Spell Resistance: No 
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-You empower the touched melee weapon with a +1 enhancement bonus, and a 2d6 damage bonus vs. good. You can also target another creature to enchant its worn melee weapon. 
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-====Unholy Weapon==== 
-Caster Level(s): Blackguard 4 
-Innate Level: 4 
-School: Evocation 
-Descriptor(s): Weapon Enchantment 
-Component(s): Verbal, Somatic 
-Range: Touch 
-Area of Effect / Target: Melee or Creature 
-Duration: 1 Round / Level 
-Additional Counter Spells: 
-Save: None 
-Spell Resistance: No 
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-This spell transforms touched melee weapon into a powerful Unholy Reaver, a specially vile weapon that acts like a +5 holy weapon that dispels magic on hit. 
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-====Heroism==== 
-Caster Level(s): Bard 2 
-Innate Level: 2 
-School: Enchantment 
-Descriptor(s): 
-Component(s): Verbal, Somatic 
-Range: Personal 
-Area of Effect / Target: Self 
-Duration: 1 Turn / Level 
-Additional Counter Spells: 
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-This spell imbues a single target with great bravery. The target gains a +2 bonus on attack rolls, saves, and skill checks. 
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-====Greater Heroism==== 
-Caster Level(s): Bard 5 
-Innate Level: 5 
-School: Enchantment 
-Descriptor(s): 
-Component(s): Verbal, Somatic 
-Range: Personal 
-Area of Effect / Target: Self 
-Duration: 1 Turn / Level 
-Additional Counter Spells: 
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-This spell imbues a single target with great bravery. The target gains a +4 bonus on attack rolls, saves, and skill checks, immunity to fear effects, and temporary hit points equal to your caster level (maximum 20). 
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-====Mass Harm==== 
-Caster Level(s): Cleric 9 
-Innate Level: 9 
-School: Necromancy 
-Descriptor(s): Negative 
-Component(s): Verbal, Somatic 
-Range: Personal 
-Area of Effect / Target: Close 
-Duration: Instant 
-Additional Counter Spells: Mass Heal 
-Save: Will half, see text 
-Spell Resistance: Yes 
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-All enemies in area of effect are charged with negative energy that deals 10 points of damage per caster level (to a maximum of 250 points at 25th level). If the affected creature successfully saves, mass harm deals half this amount, but it cannot reduce the target’s hit points to less than 1. 
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-If used on an undead creature, harm acts like heal.  
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-====True Resurrection==== 
-Caster Level(s): Cleric/Healer 9 
-Innate Level: 9 
-School: Conjuration 
-Descriptor(s): Healing 
-Components: Verbal, Somatic, Material 
-Range: Touch 
-Target: Dead creature touched 
-Duration: Instantaneous 
-Save: None 
-Spell Resistance: No 
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-This spell functions as resurrection, except that the spell does not impose any penalties to the target. 
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-Material component: Holy Water 
  
en/spell-new.1708037472.txt.gz · Last modified: 2024/02/15 22:51 by razyel