Difference between revisions of "Spell Changes"

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(Created page with "'''Netheril Spell changes''' Cantrips (0 Level) Resistance -- General Matick’s Resistance Ray of Frost -- Veridon’s Frost Ray Acid Splash -- Primidon’s Acid Splash Valst...")
 
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'''Netheril Spell changes'''
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[[File:Bfce134d4a1b1845e68c3787629cb3a5.jpg|right|380px]]
Cantrips (0 Level)
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=='''Netheril Spell changes'''==
Resistance -- General Matick’s Resistance
+
===Cantrips (0 Level)===
Ray of Frost -- Veridon’s Frost Ray
+
'''Name Changes''' ...
Acid Splash -- Primidon’s Acid Splash
+
* Resistance -- General Matick’s Resistance
Valstiir's Arcane Mark
+
* Ray of Frost -- Veridon’s Frost Ray
Daze -- Enollar’s Daze
+
* Acid Splash -- Primidon’s Acid Splash
Light -- Brightfinger’s Light
+
* Valstiir's Arcane Mark
Flare -- Primidon’s Flare
+
* Daze -- Enollar’s Daze
Electric Jolt -- Volhm’s Jolt
+
* Light -- Brightfinger’s Light
Inflict Minor Wounds
+
* Flare -- Primidon’s Flare
Dethed's Disrupt Undead
+
* Electric Jolt -- Volhm’s Jolt
Volhm's Touch of Fatigue
+
* Inflict Minor Wounds
Valstiir's Mage Hand
+
* Dethed's Disrupt Undead
Zahn's Message
+
* Volhm's Touch of Fatigue
Ptack's Open / Close
+
* Valstiir's Mage Hand
Primidon’s Acid Splash
+
* Zahn's Message
0-level Conjuration
+
* Ptack's Open / Close
  
Casting Time: 1 action
+
'''Details Changes''' ...
Range: 60 feet
+
 
Components: S, V
+
'''Primidon’s Acid Splash'''
Duration: Instantaneous
+
* 0-level Conjuration
 +
* Casting Time: 1 action
 +
* Range: 60 feet
 +
* Components: S, V
 +
* Duration: Instantaneous
 
Now inflicts 1d4 + 1 damage instead of d3
 
Now inflicts 1d4 + 1 damage instead of d3
  
Valstiir's Arcane Mark
+
'''Valstiir's Arcane Mark'''
0-level Enchantment
+
* 0-level Enchantment
 
+
* Casting Time: 1 action
Casting Time: 1 action
+
* Range: Touch (Personal)
Range: Touch (Personal)
+
* Components: V, S
Components: V, S
+
* Duration: Instant
Duration: Instant
 
 
You create a sigil on the target item that is unique to you. (Adds a line of blue text to the description, bearing your mark.)
 
You create a sigil on the target item that is unique to you. (Adds a line of blue text to the description, bearing your mark.)
  
Brightfinger’s Light
+
'''Brightfinger’s Light'''
0-level Evocation
+
* 0-level Evocation
 
+
* Casting Time: 1 action
Casting Time: 1 action
+
* Range: Touch
Range: Touch
+
* Components: S. V
Components: S. V
+
* Duration: 1 hour
Duration: 1 hour
 
 
Light now creates a ball of light that follows the spell target around. It is harmless, and will not attack anything, nor block any spells or projectiles.
 
Light now creates a ball of light that follows the spell target around. It is harmless, and will not attack anything, nor block any spells or projectiles.
  
Volhm’s Jolt
+
'''Volhm’s Jolt'''
0-level Evocation
+
* 0-level Evocation
 
+
* Casting Time: 1 action
Casting Time: 1 action
+
* Range: Medium (20 meters)
Range: Medium (20 meters)
+
* Components: V, S
Components: V, S
+
* Duration: Instant
Duration: Instant
 
 
Now inflicts 1d4 + 1 damage instead of d3
 
Now inflicts 1d4 + 1 damage instead of d3
  
Inflict Minor Wounds
+
'''Inflict Minor Wounds'''
0-level Necromancy
+
* 0-level Necromancy
 
+
* Casting Time: 1 action
Casting Time: 1 action
+
* Range: Touch
Range: Touch
+
* Components: S, V
Components: S, V
+
* Duration: Instant
Duration: Instant
 
 
Now inflicts 1d4 + 1 damage instead of 1
 
Now inflicts 1d4 + 1 damage instead of 1
  
Dethed's Disrupt Undead
+
'''Dethed's Disrupt Undead'''
0-level Necromancy
+
* 0-level Necromancy
 
+
* Casting Time: 1 action
Casting Time: 1 action
+
* Range: Short (10 meters)
Range: Short (10 meters)
+
* Components: S, V
Components: S, V
+
* Duration: Instant You direct a ray of positive energy. You must make a ranged touch attack to hit, and if the ray hits an undead creature, it deals 1d6 points of damage to it.
Duration: Instant You direct a ray of positive energy. You must make a ranged touch attack to hit, and if the ray hits an undead creature, it deals 1d6 points of damage to it.
 
Volhm's Touch of Fatigue
 
0-level Necromancy
 
  
Casting Time: 1 action
+
'''Volhm's Touch of Fatigue'''
Range: Touch (Personal)
+
* 0-level Necromancy
Components: V, S,
+
* Casting Time: 1 action
Duration: Round/Level
+
* Range: Touch (Personal)
 +
* Components: V, S,
 +
* Duration: Round/Level
 
You channel negative energy through your touch, fatiguing the target. You must succeed on a touch attack to strike a target.
 
You channel negative energy through your touch, fatiguing the target. You must succeed on a touch attack to strike a target.
  
 
The subject is immediately fatigued for the spell’s duration. (-2 STR, -2 CON for 1 round/2 caster levels, -15% Movespeed for 1 round/caster level.)
 
The subject is immediately fatigued for the spell’s duration. (-2 STR, -2 CON for 1 round/2 caster levels, -15% Movespeed for 1 round/caster level.)
  
Valstiir's Mage Hand
+
'''Valstiir's Mage Hand'''
0-level Transmutation
+
* 0-level Transmutation  
 +
* Casting Time: 1 action
 +
* Range: Medium (20 meters)
 +
* Components: S, V
 +
* Duration: Instant
 +
You point your finger at an object and can lift it and move it to your inventory. If cast at the ground, will get the nearest unattended item in 3 meters.
  
Casting Time: 1 action
+
'''Zahn's Message'''
Range: Medium (20 meters)
+
* 0-level Transmutation
Components: S, V
+
* Casting Time: 1 action
Duration: Instant
+
* Range: Medium (20 meters)
You point your finger at an object and can lift it and move it to your inventory. If cast at the ground, will get the nearest unattended item in 3 meters.
+
* Components: S, V
 +
* Duration: Instant
 +
You can send messages back and forth with designated persons within line of sight.
  
Zahn's Message
+
'''Ptack's Open / Close'''
0-level Transmutation
+
* 0-level Transmutation
 +
* Casting Time: 1 action
 +
* Range: Medium (20 meters)
 +
* Components: V, S
 +
* Duration: Instant
 +
You can open or close (your choice) a door, chest, box, window, bag, pouch, bottle, barrel, or other container. If anything resists this activity (such as a bar on a door or a lock on a chest), the spell fails. Traps are not disarmed by this spell.
  
Casting Time: 1 action
+
===1st Level===
Range: Medium (20 meters)
 
Components: S, V
 
Duration: Instant
 
You can send messages back and forth with designated persons within line of sight.
 
  
Ptack's Open / Close
+
'''Name Changes''' ...
0-level Transmutation
 
  
Casting Time: 1 action
+
* Valstiir's Alarm
Range: Medium (20 meters)
+
* Endure Elements -- General Matick’s Endure Elements
Components: V, S
+
* Protection from evil -- M’dhal’s Dispel Evil
Duration: Instant
+
* Protection from Good -- M’dhal’s Protection from Good
You can open or close (your choice) a door, chest, box, window, bag, pouch, bottle, barrel, or other container. If anything resists this activity (such as a bar on a door or a lock on a chest), the spell fails. Traps are not disarmed by this spell.
+
* M'dhal's Protection from Chaos
 +
* M'dhal's Protection from Law
 +
* Shield -- General Matick’s shield
 +
* Ironguts -- Quantoul’s Iron Stomach
 +
* Grease -- Shan’s Tallow
 +
* Mage Armor -- General Matick’s Armor
 +
* Summon Creature 1 -- Lucke’s 1st Monster Summons
 +
* Identify -- Trebbe’s scry identify
 +
* Charm Person --Keonid’s Charm Human
 +
* Doom -- Keonid’s Doom
 +
* Sleep -- Efteran’s Sleep
 +
* Lucke's Floating Disk
 +
* Volhm's Shocking Grasp
 +
* Magic Missle -- General Matick’s Missile
 +
* Shelgarns persistent blade -- General Matick’s Persistent Blade
 +
* Ice Dagger -- Veridon’s Ice Dagger
 +
* Color spray -- Nalevac’s Spray
 +
* Ray of enfeeblement -- Hamring’s Enfeeblement
 +
* Negative Energy Ray -- Volhm’s Negative Ray
 +
* Burning Hands -- Primidon’s Burners
 +
* Amplify -- Zahn’s Amplify
 +
* Expeditious Retreat -- Quantoul’s Boots of Escaping
 +
* Magic weapon -- Fourfinger’s Magic Weapon
  
1st Level
+
'''Details Changes''' ...
Valstiir's Alarm
 
Endure Elements -- General Matick’s Endure Elements
 
Protection from evil -- M’dhal’s Dispel Evil
 
Protection from Good -- M’dhal’s Protection from Good
 
M'dhal's Protection from Chaos
 
M'dhal's Protection from Law
 
Shield -- General Matick’s shield
 
Ironguts -- Quantoul’s Iron Stomach
 
Grease -- Shan’s Tallow
 
Mage Armor -- General Matick’s Armor
 
Summon Creature 1 -- Lucke’s 1st Monster Summons
 
Identify -- Trebbe’s scry identify
 
Charm Person --Keonid’s Charm Human
 
Doom -- Keonid’s Doom
 
Sleep -- Efteran’s Sleep
 
Lucke's Floating Disk
 
Volhm's Shocking Grasp
 
Magic Missle -- General Matick’s Missile
 
Shelgarns persistent blade -- General Matick’s Persistent Blade
 
Ice Dagger -- Veridon’s Ice Dagger
 
Color spray -- Nalevac’s Spray
 
Ray of enfeeblement -- Hamring’s Enfeeblement
 
Negative Energy Ray -- Volhm’s Negative Ray
 
Burning Hands -- Primidon’s Burners
 
Amplify -- Zahn’s Amplify
 
Expeditious Retreat -- Quantoul’s Boots of Escaping
 
Magic weapon -- Fourfinger’s Magic Weapon
 
Valstiir's Alarm
 
1st-level Abjuration
 
  
Casting Time: 1 action
+
'''Valstiir's Alarm'''
Range: Ground
+
* 1st-level Abjuration
Components: V, S
+
* Casting Time: 1 action
Duration: Medium (20 meters)
+
* Range: Ground
 +
* Components: V, S
 +
* Duration: Medium (20 meters)
 
You place a rune on the ground which conceals itself within 1 round and arms. After arming, any creature who walks through the area will alert the caster with a mental warning.
 
You place a rune on the ground which conceals itself within 1 round and arms. After arming, any creature who walks through the area will alert the caster with a mental warning.
  
Lucke’s 1st Monster Summons
+
'''Lucke’s 1st Monster Summons'''
1st-level conjuration
+
* 1st-level conjuration
 +
* Casting Time: 1 action
 +
* Range: Short
 +
* Components: V, S
 +
* Duration: 1 turn/caster level
 +
Duration decreased from 24 hours to 1 turn/caster level. 2 turns if you have Extend. Can now summon from different themes.
 +
 
 +
'''Lucke's Floating Disk'''
 +
* 1st-level Evocation
 +
* Casting Time: 1 action
 +
* Range: Medium (20 meters)
 +
* Components: V, S
 +
* Duration: Hour/Level
 +
You create a slightly concave, circular plane of force that follows you about and carries loads for you. The disk is 3 feet in diameter and 1 inch deep at its center. It can hold 25 pounds of weight per caster level.
 +
 
 +
'''Volhm's Shocking Grasp'''
 +
* 1st-level Evocation
 +
* Casting Time: 1 action
 +
* Range: Touch
 +
* Components: V, S
 +
* Duration: Instantaneous
 +
Your successful melee touch attack deals 1d6 points of electricity damage per caster level (maximum 5d6). When delivering the jolt, you gain a +3 bonus on attack rolls if the opponent is wearing metal armor.
 +
 
 +
'''Acid Spittle'''
 +
* Transmutation [Acid]
 +
* Level: Sor/Wiz 1
 +
*Range: 10 ft
 +
*Target: One Creature
 +
*Duration: Instantaneous
 +
*Saving Throw: Reflex half
 +
*Spell Resistance: No
 +
The caster is able to belch forth a small, viscous glob of potent acid at a nearby opponent.
 +
The caster may spit the acid at an opponent within 10 ft. as a grenade-like weapon, ranged touch-attack.  A target struck by the acid takes 1d6 points of acid damage +1 point per caster level (maximum +20); Reflex save for half damage applies.  Anyone within 5 ft. of where the acid glob strikes takes 1 point of acid damage +1 per two caster levels (maximum +10); Reflex save for half damage.
 +
 
 +
'''Calm Animals '''
 +
* Enchantment (Compulsion) [Mind-Affecting]
 +
*Level: Animal 1, Drd 1, Rgr 1
 +
*Components: V, S
 +
*Range: Short
 +
*Targets: Animals within 30 ft. of each other
 +
*Duration: 1 min./level
 +
*Saving Throw: Will negates; see text
 +
*Spell Resistance: Yes
 +
This spell soothes and quiets animals, rendering them docile and harmless. Only ordinary animals (those with Intelligence scores of 3 or less) can be affected by this spell. All the subjects must be of the same kind, and no two may be more than 30 feet apart. The maximum number of Hit Dice of animals you can affect is equal to 2d4 + caster level. A dire animal or an animal trained to attack or guard is allowed a saving throw; other animals are not. (A druid could calm a normal bear or wolf with little trouble, but it's more difficult to affect a trained guard dog.)
 +
The affected creatures remain where they are and do not attack or flee. They are not helpless and defend themselves normally if attacked. Any threat (such as fire, a hungry predator, or an imminent attack) breaks the spell on the threatened creatures.
  
Casting Time: 1 action
+
'''Chameleon Skin '''
Range: Short
+
* Illusion (Glamer)
Components: V, S
+
*Illusion (Glamer)
Duration: 1 turn/caster level
+
*Level: Sor/Wiz 1
Duration decreased from 24 hours to 1 turn/caster level. 2 turns if you have Extend. Can now summon from different themes.
+
*Components: S
 +
*Range: Personal
 +
*Target: You
 +
*Duration: 1 hour/level
 +
The spell adds +1 per level of the caster (max +10) to any Hide roll for the duration. The spell alters the caster's appearance, including her equipment, such that she blends into whatever background sits behind her.
  
Lucke's Floating Disk
+
'''Disappear'''
1st-level Evocation
+
* Illusion (Glamer)
 +
* Level: Brd 1
 +
*Components: V
 +
*Range: Personal
 +
*Target: You
 +
*Duration: 1 round
 +
With a whispered syllable you complete the spell. You notice that others look past you as if you weren't there.
 +
You become invisible, vanishing from sight, even from darkvision. Your gear vanishes too. The spell ends if the subject attacks any creature.
  
Casting Time: 1 action
+
===2nd Level===
Range: Medium (20 meters)
 
Components: V, S
 
Duration: Hour/Level
 
You create a slightly concave, circular plane of force that follows you about and carries loads for you. The disk is 3 feet in diameter and 1 inch deep at its center. It can hold 25 pounds of weight per caster level.
 
  
Volhm's Shocking Grasp
+
'''Name Changes''' ...
1st-level Evocation
 
  
Casting Time: 1 action
+
* Lesser Dispell Magic -- Oberon’s Lesser Dispell
Range: Touch
+
* Resist Elements -- General Matick’s Resist Elements
Components: V, S
+
* Valstiir's Glitterdust
Duration: Instantaneous
+
* Melfs acid arrow -- Primidon’s Acid Arrow
Your successful melee touch attack deals 1d6 points of electricity damage per caster level (maximum 5d6). When delivering the jolt, you gain a +3 bonus on attack rolls if the opponent is wearing metal armor.
+
* Summon Creature 2 -- Lucke’s 2nd Monster Summons
 +
* Web -- Shan’s Web
 +
* See Invisibility -- Trebbe’s Scry Invisibility
 +
* Daze Monster
 +
* Noanar's Scorching Ray
 +
* Darkness -- Fahren’s Darkness
 +
* Combust -- Noanar’s Combustion
 +
* Flame Weapon -- Fourfinger’s Flame Weapon
 +
* Darkfire
 +
* Cloud of Bewilderment -- Tolodine’s Cloud of Confusion
 +
* Invisibility -- Pockall’s Invisibility
 +
* Ghostly Visage -- Smolyn’s Blurring
 +
* Continual Flame -- Brightfinger's Continual Flame
 +
* Sadebreth's Command Undead
 +
* Sadebreth's False Life
 +
* Ghoul Touch -- Veridon’s Chiller
 +
* Death Armor -- Volhm’s Armor
 +
* Bulls Strength -- Quantoul’s Strength
 +
* Cats Grace -- Quantoul’s Grace
 +
* Endurance -- Quantoul’s Endurance
 +
* Knock -- Ptack’s Knock
 +
* Eagle Splendor -- Quantoul’s Splendor
 +
* Owls Wisdom -- Quantoul’s Wisdom
 +
* Foxs cunning -- Quantoul’s Cunning
 +
* Stone Bones -- Dethed’s Stone Bones
  
2nd Level
+
'''Detail Changes''' ...
Lesser Dispell Magic -- Oberon’s Lesser Dispell
 
Resist Elements -- General Matick’s Resist Elements
 
Valstiir's Glitterdust
 
Melfs acid arrow -- Primidon’s Acid Arrow
 
Summon Creature 2 -- Lucke’s 2nd Monster Summons
 
Web -- Shan’s Web
 
See Invisibility -- Trebbe’s Scry Invisibility
 
Daze Monster
 
Noanar's Scorching Ray
 
Darkness -- Fahren’s Darkness
 
Combust -- Noanar’s Combustion
 
Flame Weapon -- Fourfinger’s Flame Weapon
 
Darkfire
 
Cloud of Bewilderment -- Tolodine’s Cloud of Confusion
 
Invisibility -- Pockall’s Invisibility
 
Ghostly Visage -- Smolyn’s Blurring
 
Continual Flame -- Brightfinger's Continual Flame
 
Sadebreth's Command Undead
 
Sadebreth's False Life
 
Ghoul Touch -- Veridon’s Chiller
 
Death Armor -- Volhm’s Armor
 
Bulls Strength -- Quantoul’s Strength
 
Cats Grace -- Quantoul’s Grace
 
Endurance -- Quantoul’s Endurance
 
Knock -- Ptack’s Knock
 
Eagle Splendor -- Quantoul’s Splendor
 
Owls Wisdom -- Quantoul’s Wisdom
 
Foxs cunning -- Quantoul’s Cunning
 
Stone Bones -- Dethed’s Stone Bones
 
Valstiir's Glitterdust
 
2nd-level Conjuration
 
  
Casting Time: 1 action
+
'''Valstiir's Glitterdust'''
Range: Medium
+
* 2nd-level Conjuration
Components: S, V
+
* Casting Time: 1 action
Duration: 1hr/level
+
* Range: Medium
 +
* Components: S, V
 +
* Duration: 1hr/level
 
A cloud of golden particles covers everyone and everything in the area, causing creatures to become blinded for the duration of the spell, and removing any invisibility effects. All within the area are covered by the dust, which cannot be removed and continues to sparkle until it fades.
 
A cloud of golden particles covers everyone and everything in the area, causing creatures to become blinded for the duration of the spell, and removing any invisibility effects. All within the area are covered by the dust, which cannot be removed and continues to sparkle until it fades.
  
 
Any creature covered by the dust takes a –40 penalty on Hide checks.
 
Any creature covered by the dust takes a –40 penalty on Hide checks.
  
Lucke’s 2nd Monster Summons
+
'''Lucke’s 2nd Monster Summons'''
2nd-level Conjuration
+
* 2nd-level Conjuration
 
+
* Casting Time: 1 action
Casting Time: 1 action
+
* Range: Short
Range: Short
+
* Components: V, S
Components: V, S
+
* Duration: 1 turn/caster level
Duration: 1 turn/caster level
 
 
Duration decreased from 24 hours to 1 turn/caster level. 2 turns if you have Extend. Can now summon from different themes.
 
Duration decreased from 24 hours to 1 turn/caster level. 2 turns if you have Extend. Can now summon from different themes.
  
Daze Monster
+
'''Daze Monster'''
2nd-level Enchantment
+
* 2nd-level Enchantment
 
+
* Casting Time: 1 action
Casting Time: 1 action
+
* Range: 30 feet
Range: 30 feet
+
* Components: V, S
Components: V, S
 
 
This enchantment clouds the mind of a living creature with 8 or fewer Hit Dice so that it takes no actions. Creatures of 9 or more HD are not affected.
 
This enchantment clouds the mind of a living creature with 8 or fewer Hit Dice so that it takes no actions. Creatures of 9 or more HD are not affected.
  
Noanar's Scorching Ray
+
'''Noanar's Scorching Ray'''
2nd-level Evocation
+
* 2nd-level Evocation
 
+
* Casting Time: 1 action
Casting Time: 1 action
+
* Range: Close 25 ft
Range: Close 25 ft
+
* Components: V, S
Components: V, S
+
* Duration: Instant
Duration: Instant
 
 
You blast your enemies with fiery rays. You may fire one ray, plus one additional ray for every four levels beyond 3rd (to a maximum of three rays at 11th level). Each ray requires a ranged touch attack to hit and deals 4d6 points of fire damage.
 
You blast your enemies with fiery rays. You may fire one ray, plus one additional ray for every four levels beyond 3rd (to a maximum of three rays at 11th level). Each ray requires a ranged touch attack to hit and deals 4d6 points of fire damage.
  
Fourfinger’s Flame Weapon
+
'''Fourfinger’s Flame Weapon'''
2nd-level Transmutation
+
* 2nd-level Transmutation
 +
* Casting Time: 1 action
 +
* Range: Touch
 +
* Components: V, S
 +
* Duration: 2 minutes / level
 +
Now does 1d4 damage under level 6, 1d6 damage 6-12, and 1d8 damage 12 and over.
  
Casting Time: 1 action
+
'''Darkfire'''
Range: Touch
+
* 2nd-level Transmutation
Components: V, S
+
* Casting Time: 1 action
Duration: 2 minutes / level
+
* Range: Self
 +
* Components: V, S
 +
* Duration: 2 minutes / level
 
Now does 1d4 damage under level 6, 1d6 damage 6-12, and 1d8 damage 12 and over.
 
Now does 1d4 damage under level 6, 1d6 damage 6-12, and 1d8 damage 12 and over.
  
Darkfire
+
'''Sadebreth's Command Undead'''
2nd-level Transmutation
+
* 2nd-level Necromancy
 +
* Casting Time: 1 action
 +
* Range: Touch
 +
* Components: V, S
 +
* Duration: 1hr/level
 +
This spell allows you some degree of control over an undead creature. Assuming the subject is intelligent, it perceives your words and actions in the most favorable way. The undead may roll a will save against you, but if it fails it is considered charmed.
  
Casting Time: 1 action
+
'''Sadebreth's False Life'''
Range: Self
+
* 2nd-level Necromancy
Components: V, S
+
* Casting Time: 1 action
Duration: 2 minutes / level
+
* Range: Personal
Now does 1d4 damage under level 6, 1d6 damage 6-12, and 1d8 damage 12 and over.
+
* Components: S, V
 +
* Duration: 1hr/level
 +
You harness the power of unlife to grant yourself a limited ability to avoid death. While this spell is in effect, you gain temporary hit points equal to 1d10 +1 per caster level (maximum +10).
  
Sadebreth's Command Undead
+
'''Dolomar's Force Wave'''
2nd-level Necromancy
+
* Evocation [Force]
 +
* Level: Brd 2, Sor/Wiz 2
 +
*Components: V,S
 +
*Range: Personal
 +
*Area: 10 feet + 1 foot/level radius burst outward from caster
 +
*Duration: Instantaneous
 +
*Saving Throw: None (see text)
 +
*Spell Resistance: Yes
 +
Dolomar's Force Wave radiates hemispheric waves of force in every direction except downward.  The waves of force push objects and creatures directly away from the caster, similar to the effects of a bull rush attack.  Since this is a force effect, Dolomar's force wave will even affect incorporeal or ethereal targets.
 +
Though no saving throw is allowed in the conventional sense, each creature in the area of effect makes an opposed Strength check per the rules for bull rush attacks.  Creatures affected by the force wave will automatically be pushed the maximum distance based on the result of the opposed Strength check (5 ft + 1 ft per point the force wave exceeded the opposed Strength check) out to the limit of the force wave's area of effect.
  
Casting Time: 1 action
+
===3rd Level===
Range: Touch
 
Components: V, S
 
Duration: 1hr/level
 
This spell allows you some degree of control over an undead creature. Assuming the subject is intelligent, it perceives your words and actions in the most favorable way. The undead may roll a will save against you, but if it fails it is considered charmed.
 
  
Sadebreth's False Life
+
'''Name Changes''' ...
2nd-level Necromancy
 
  
Casting Time: 1 action
+
* Dispel Magic -- Oberon’s Dispell
Range: Personal
+
* Magic Circle against Evil -- M’dhal’s Circle against Evil
Components: S, V
+
* Magic Circle against Good -- M’dhal’s Circle against Good
Duration: 1hr/level
+
* Negative Energy Protection -- M’dhal’s Negative Energy Shield
You harness the power of unlife to grant yourself a limited ability to avoid death. While this spell is in effect, you gain temporary hit points equal to 1d10 +1 per caster level (maximum +10).
+
* Protection from Elements -- General Matick’s Elements Protection
 +
* Flame Arrow -- Primidon’s Arrow
 +
* Stinking Cloud -- Tolodine’s Stinking Cloud
 +
* Summon Creature 3 -- Lucke’s 3rd Monster Summons
 +
* Clairaudience and Clairvoyance -- Zahn’s Hearing and Seeing
 +
* Find Traps -- Zahn’s Find Snares
 +
* Dominate Animal -- Prug’s Dominate Animal
 +
* Hold person -- Prug’s Hold Human
 +
* Fireball -- Noanar’s Fireball
 +
* Gust of wind -- Tolodine’s gust of wind
 +
* Lightning bolt -- Volhm’s bolt
 +
* Scintillating Sphere -- Volhm’s Electric Ball
 +
* Invisibility Sphere -- Pockall’s Wide Invisibility
 +
* Displacement -- Smolyn’s Displacement
 +
* Clarity -- Zahn's Clear Mind
 +
* Vampiric Touch -- Gwynn’s Vampirism
 +
* Negative energy burst -- Fjord’s Negative Energy Burst
 +
* Haste -- Quantoul’s fastmorph
 +
* Slow -- Quantoul’s slowmorph
 +
* Keen Edge -- General Matick’s Keen Edge
 +
* Greater magic weapon -- Fourfinger’s Enchanted Weapon
  
3rd Level
+
'''Detail Changes''' ...
Dispel Magic -- Oberon’s Dispell
 
Magic Circle against Evil -- M’dhal’s Circle against Evil
 
Magic Circle against Good -- M’dhal’s Circle against Good
 
Negative Energy Protection -- M’dhal’s Negative Energy Shield
 
Protection from Elements -- General Matick’s Elements Protection
 
Flame Arrow -- Primidon’s Arrow
 
Stinking Cloud -- Tolodine’s Stinking Cloud
 
Summon Creature 3 -- Lucke’s 3rd Monster Summons
 
Clairaudience and Clairvoyance -- Zahn’s Hearing and Seeing
 
Find Traps -- Zahn’s Find Snares
 
Dominate Animal -- Prug’s Dominate Animal
 
Hold person -- Prug’s Hold Human
 
Fireball -- Noanar’s Fireball
 
Gust of wind -- Tolodine’s gust of wind
 
Lightning bolt -- Volhm’s bolt
 
Scintillating Sphere -- Volhm’s Electric Ball
 
Invisibility Sphere -- Pockall’s Wide Invisibility
 
Displacement -- Smolyn’s Displacement
 
Clarity -- Zahn's Clear Mind
 
Vampiric Touch -- Gwynn’s Vampirism
 
Negative energy burst -- Fjord’s Negative Energy Burst
 
Haste -- Quantoul’s fastmorph
 
Slow -- Quantoul’s slowmorph
 
Keen Edge -- General Matick’s Keen Edge
 
Greater magic weapon -- Fourfinger’s Enchanted Weapon
 
Lucke’s 3rd Monster Summons
 
3rd-level Conjuration
 
  
Casting Time: 1 action
+
'''Lucke’s 3rd Monster Summons'''
Range: Short
+
* 3rd-level Conjuration
Components: V, S
+
* Casting Time: 1 action
Duration: 1 turn/caster level
+
* Range: Short
 +
* Components: V, S
 +
* Duration: 1 turn/caster level
 
Duration decreased from 24 hours to 1 turn/caster level. 2 turns if you have Extend. Can now summon from different themes.
 
Duration decreased from 24 hours to 1 turn/caster level. 2 turns if you have Extend. Can now summon from different themes.
  
4th Level
+
'''Armor of Undeath'''
Lesser Spell Breach -- Oberon’s Lesser Spell Breach
+
* Necromancy
Minor globe of invulnerability -- Trebbe’s Minor Invulnerability
+
* Level: Death 3, Sor/Wiz 3
Stoneskin -- M’dhal’s Stoneskin
+
*Components: V,S
Summon Creature 4 -- Lucke’s 4th Monster Summons
+
*Range: Personal
Evards Black Tentacles -- Valstiir's Black Tentacles
+
*Target: You
Charm Monster -- Keonid’s Charm Monster
+
*Duration: 1 hour/level or special
Confusion -- Hamring’s Confusion
+
*Saving Throw: None
Elemental Shield -- General Matick’s Elemental Shield
+
*Spell Resistance: No
Wall of fire -- Noanar’s wall
+
This spell allows the caster to create magical armor from the remains of a humanoid.  The caster must touch a corpse (the corpse can be fresh, rotting, or even skeletal, so long as enough of it remains that it could be animated by an animate dead spell) and invoke the spell.  The corpse will then stand erect, embrace the caster, and begin to bend and twist, wrapping itself around the caster to form a gruesome armor of bones and dead flesh.  The armor grants a +2 enhancement bonus to the caster's AC, 25 temporary hit points, a -1 armor check penalty, and a 5% arcane spell failure penalty.  Damage dealt to the caster is first removed from these hitpoints.
Ice Storm -- Veridon’s Storm
+
The spell ends either when the duration expires or 25 points of damage are dealt to the armor.  Should the spell end normally, all remaining temporary hit points are lost.
Isaacs lesser missile storm -- General Matick’s Lesser Missile Storm
+
 
Improved Invisibility -- Pockall’s Invisibility Plus
+
'''Banish Shadow'''
Phantasmal killer -- Carbury’s killer
+
* Abjuration
Shadow Conjuration -- Shadow’s Conjuration
+
*Level: Clr 3
Contagion -- Lucke’s Contagion
+
*Components: S
Death Ward -- Trebbe’s Death Ward
+
*Range: Medium
Enervation -- Stoca’s feign
+
*Target: One shadow creature
Fear -- Keonid’s Fear
+
*Duration: Instantaneous
Bestow Curse -- Hamring’s Curse
+
*Saving Throw: Will partial (see text)
Polymorph self -- Quantoul’s selfmorph
+
*Spell Resistance: Yes
Lucke’s 4th Monster Summons
+
This spell is used to banish a creature of the Plane of Shadow (shadow, shadow mastiff, etc.) back to that plane.  The target receives a Will save.  A successful save means the subject is not banished, but it still sustains 3d4+1/level (maximum +10) damage.
4th-level Conjuration
+
 
 +
'''Blood Storm'''
 +
* Evocation [Fear]
 +
*Level: Sor/Wiz 3
 +
*Components: V,S
 +
*Range: Medium
 +
*Area: 25 ft diameter sphere
 +
*Duration: 1 round/level
 +
*Saving Throw: See Text
 +
*Spell Resistance: Yes
 +
Blood Storm summons a whirlwind of blood that envelops the entire area of effect and has several effects on those caught within it.  First, those in the area of effect must make Reflex saving throws or be blinded by the swirling blood while they remain within the whirlwind and for 2d6 rounds after leaving it.  Second, all combatants within the bloodstorm fight at -4 to their attack rolls.  Third, the blood is slightly acidic, and causes 1d4 points of damage per round.  Finally, victims must make a Will saving throw or become frightened if 8HD or above or panicked if less than 8HD.
 +
 
 +
'''Dar'Tan's Shadow Bolt '''
 +
* Evocation
 +
*Level: Sor/Wiz 3
 +
*Components: S
 +
*Range: Medium
 +
*Effect: Ray
 +
*Duration: Instantaneous
 +
*Saving Throw: Fortitude halves
 +
*Spell Resistance: Yes
 +
This spell creates a black, pulsating bolt of shadowstuff, which is hurled at an opponent.  The caster must make a ranged touch attack.  If hit, the target sustains 1d6 damage/level (maximum 12d6) unless a Fortitude save is successful, in which case, only half damage is sustained.
 +
 
 +
===4th Level===
 +
 
 +
'''Name Changes''' ...
 +
 
 +
* Lesser Spell Breach -- Oberon’s Lesser Spell Breach
 +
* Minor globe of invulnerability -- Trebbe’s Minor Invulnerability
 +
* Stoneskin -- M’dhal’s Stoneskin
 +
* Summon Creature 4 -- Lucke’s 4th Monster Summons
 +
* Evards Black Tentacles -- Valstiir's Black Tentacles
 +
* Charm Monster -- Keonid’s Charm Monster
 +
* Confusion -- Hamring’s Confusion
 +
* Elemental Shield -- General Matick’s Elemental Shield
 +
* Wall of fire -- Noanar’s wall
 +
* Ice Storm -- Veridon’s Storm
 +
* Isaacs lesser missile storm -- General Matick’s Lesser Missile Storm
 +
* Improved Invisibility -- Pockall’s Invisibility Plus
 +
* Phantasmal killer -- Carbury’s killer
 +
* Shadow Conjuration -- Shadow’s Conjuration
 +
* Contagion -- Lucke’s Contagion
 +
* Death Ward -- Trebbe’s Death Ward
 +
* Enervation -- Stoca’s feign
 +
* Fear -- Keonid’s Fear
 +
* Bestow Curse -- Hamring’s Curse
 +
* Polymorph self -- Quantoul’s selfmorph
 +
 
 +
'''Detail Changes''' ...
  
Casting Time: 1 action
+
'''Lucke’s 4th Monster Summons'''
Range: Short
+
* 4th-level Conjuration
Components: V, S
+
* Casting Time: 1 action
Duration: 1 turn/caster level
+
* Range: Short
 +
* Components: V, S
 +
* Duration: 1 turn/caster level
 
Duration decreased from 24 hours to 1 turn/caster level. 2 turns if you have Extend. Can now summon from different themes.
 
Duration decreased from 24 hours to 1 turn/caster level. 2 turns if you have Extend. Can now summon from different themes.
  
5th Level
+
'''Chaos Hammer'''
Dismissal -- Oberon’s Dismiss
+
* Evocation [Chaotic]
Lesser Mind blank -- Kutson’s Lesser Blank
+
*Level: Chaos 4
Lesser spell mantle -- M’dhal’s Lesser Spell Mantle
+
*Components: V, S
Energy Buffer -- General Matick’s Energy Buffer
+
*Range: Medium
Cloudkill -- Tolodine’s cloudkill
+
*Area: 20-ft.-radius burst
Lesser Planar Binding -- Lucke’s Planar Binding
+
*Duration: Instantaneous (1d6 rounds); see text
Summon Creature 5 -- Lucke’s 5th Monster Summons
+
*Saving Throw: Will partial; see text
Feeblemind -- Hamring’s Feeblemind
+
*Spell Resistance: Yes
Dominate Person -- Prug’s Dominate Human
+
You unleash chaotic power to smite your enemies. The power takes the form of a multicolored explosion of leaping, ricocheting energy. Only lawful and neutral (not chaotic) creatures are harmed by the spell.
Hold monster -- Prug’s hold being
+
The spell deals 1d8 points of damage per two caster levels (maximum 5d8) to lawful creatures (or 1d6 points of damage per caster level, maximum 10d6, to lawful outsiders) and slows them for 1d6 rounds. In addition, it takes a –2 penalty to AC, attack rolls, damage rolls, and Reflex saves. A successful Will save reduces the damage by half and negates the slow effect.
Mind fog -- Veridon’s Mind Fog
+
The spell deals only half damage against creatures who are neither lawful nor chaotic, and they are not slowed. Such a creature can reduce the damage by half again (down to one-quarter) with a successful Will save.
Cone of Cold -- Veridon’s cone
+
 
Firebrand -- Primidon’s Brand
+
'''Companion's Strife '''
Ball Lightning -- Volhm’s Ball Lightning
+
* Enchantment (Compulsion) [Fear, Mind-Affecting]
Greater Shadow conjuration -- Shadow’s Conjuration
+
*Level: Brd 4, Clr 5, Sor/Wiz 4
Animate dead -- Fjord’s Animation
+
*Components: V,S
Circle of Doom -- Dethed’s Circle of Doom
+
*Casting Time: 1 action
Lucke’s 5th Monster Summons
+
*Range: Medium (100 ft + 10 ft/level)
5th-level Conjuration
+
*Target: One humanoid
 +
*Duration: 1 round/level
 +
*Saving Throw: Will negates
 +
*Spell Resistance: Yes
 +
A creature under the spell's effects will immediately realize that his allies are actually deadly enemies and try to fight his way out as if his life depended on it.  He will use the best attacks, weapons or spells available to him until he has a clear escape route and then move directly away from both his erstwhile allies and the caster until the duration ends.
 +
 
 +
'''Condemned  '''
 +
* Necromancy
 +
*Level: Clr 4
 +
*Components: V,S
 +
*Range: Touch
 +
*Target: 1 living creature
 +
*Duration: Permanent
 +
*Saving Throw: Fortitude negates
 +
*Spell Resistance: Yes
 +
Victims struck by this touch attack spell must make a Fortitude save or become immune to the effects of magical healing for the duration they are condemned.  This affliction will persist until a remove curse or the like is cast upon the target.  However, binding wounds and natural healing are still effective, if not as fast.
 +
 
 +
'''Dimension Door '''
 +
* Conjuration (Teleportation)
 +
*Level: Brd 4, Sor/Wiz 4, Travel 4
 +
*Components: V
 +
*Range: Long
 +
*Target: You
 +
*Duration: Instantaneous
 +
*Saving Throw: None
 +
*Spell Resistance: No
 +
You instantly transfer yourself from your current location to any other spot within range. You always arrive at exactly the spot desired. After using this spell, you can't take any other actions until your next turn.
 +
 
 +
===5th Level===
 +
 
 +
'''Name Changes''' ...
 +
 
 +
* Dismissal -- Oberon’s Dismiss
 +
* Lesser Mind blank -- Kutson’s Lesser Blank
 +
* Lesser spell mantle -- M’dhal’s Lesser Spell Mantle
 +
* Energy Buffer -- General Matick’s Energy Buffer
 +
* Cloudkill -- Tolodine’s cloudkill
 +
* Lesser Planar Binding -- Lucke’s Planar Binding
 +
* Summon Creature 5 -- Lucke’s 5th Monster Summons
 +
* Feeblemind -- Hamring’s Feeblemind
 +
* Dominate Person -- Prug’s Dominate Human
 +
* Hold monster -- Prug’s hold being
 +
* Mind fog -- Veridon’s Mind Fog
 +
* Cone of Cold -- Veridon’s cone
 +
* Firebrand -- Primidon’s Brand
 +
* Ball Lightning -- Volhm’s Ball Lightning
 +
* Greater Shadow conjuration -- Shadow’s Conjuration
 +
* Animate dead -- Fjord’s Animation
 +
* Circle of Doom -- Dethed’s Circle of Doom
 +
 
 +
'''Detail Changes''' ...
  
Casting Time: 1 action
+
'''Lucke’s 5th Monster Summons'''
Range: Short
+
* 5th-level Conjuration
Components: V, S
+
* Casting Time: 1 action
Duration: 1 turn/caster level
+
* Range: Short
 +
* Components: V, S
 +
* Duration: 1 turn/caster level
 
Duration decreased from 24 hours to 1 turn/caster level. 2 turns if you have Extend. Can now summon from different themes.
 
Duration decreased from 24 hours to 1 turn/caster level. 2 turns if you have Extend. Can now summon from different themes.
  
6th Level
+
'''Darkbolt '''
Globe of Invulnerability -- Trebbe’s Invulnerability
+
* Evocation [Darkness]
Greater Dispelling -- Oberon’s Greater Dispel
+
*Level: Darkness 5
Greater Spell Breach -- Oberon’s Spell Breach
+
*Components: V, S
Acid Fog -- Tolodine’s Acid Cloud
+
*Range: Medium
Planar Binding -- Lucke’s Planar Binding
+
*Effect: One ray/2 levels (maximum seven rays)
Summon Creature 6 -- Lucke’s 6th Monster Summons
+
*Duration: Instantaneous; see text
True Seeing -- Smolyn’s Seer
+
*Saving Throw: Will partial
Legend Lore -- Jarm’s saga
+
*Spell Resistance: Yes
Mass Haste -- Quantoul’s Mass fastmorph
+
With a quick invocation to your deity, you call forth a nimbus of jet-black night. This terrible radiance, laced with the will of your deity, allows you to shoot black bolts of power.
Chain Lightning -- Volhm’s chaining
+
You unleash beams of darkness from your open palm. You must succeed on a ranged touch attack to strike your target. You can hurl one bolt for every two caster levels you have (maximum seven bolts). You must hurl all the bolts at once, at the same target.
Isaacs Greater missile storm -- General Matick’s Greater Missile Storm
+
A darkbolt deals 2d8 points of damage to a living creature, and the creature is dazed for 1 round unless it makes a Will save (a creature struck by multiple bolts during the same round is dazed for a maximum of 1 round, no matter how many times it fails its save). An undead creature takes no damage, but is dazed if it fails its save.
Ethereal Visage -- Valdick’s Ethereal Form
+
 
Shades -- Shadow’s Shades
+
===6th Level===
Circle of Death -- Dethed’s Circle of Death
+
 
Undeath to Death -- Dethed’s Undeath to Death
+
'''Name Changes''' ...
Greater stoneskin -- M’dhal’s Greater Stoneskin
+
 
Tensers Transformation -- Quantoul’s Changer
+
* Globe of Invulnerability -- Trebbe’s Invulnerability
Greater Eagle Splendor -- Quantoul’s Greater Splendor
+
* Greater Dispelling -- Oberon’s Greater Dispel
Greater Owls Wisdom -- Quantoul’s Greater Wisdom
+
* Greater Spell Breach -- Oberon’s Spell Breach
Foxs Greater cunning -- Quantoul’s Greater Cunning
+
* Acid Fog -- Tolodine’s Acid Cloud
Greater Bulls Strength -- Quantoul’s Greater Strength
+
* Planar Binding -- Lucke’s Planar Binding
Greater Cats Grace -- Quantoul’s Greater Grace
+
* Summon Creature 6 -- Lucke’s 6th Monster Summons
Greater Endurance -- Quantoul’s Greater Endurance
+
* True Seeing -- Smolyn’s Seer
Flesh to Stone -- Mavin’s Flesh-Stone Transmution
+
* Legend Lore -- Jarm’s saga
Stone to flesh -- Mavin’s Stone-Flesh Transmution
+
* Mass Haste -- Quantoul’s Mass fastmorph
Lucke’s 6th Monster Summons
+
* Chain Lightning -- Volhm’s chaining
6th-level Conjuration
+
* Isaacs Greater missile storm -- General Matick’s Greater Missile Storm
 +
* Ethereal Visage -- Valdick’s Ethereal Form
 +
* Shades -- Shadow’s Shades
 +
* Circle of Death -- Dethed’s Circle of Death
 +
* Undeath to Death -- Dethed’s Undeath to Death
 +
* Greater stoneskin -- M’dhal’s Greater Stoneskin
 +
* Tensers Transformation -- Quantoul’s Changer
 +
* Greater Eagle Splendor -- Quantoul’s Greater Splendor
 +
* Greater Owls Wisdom -- Quantoul’s Greater Wisdom
 +
* Foxs Greater cunning -- Quantoul’s Greater Cunning
 +
* Greater Bulls Strength -- Quantoul’s Greater Strength
 +
* Greater Cats Grace -- Quantoul’s Greater Grace
 +
* Greater Endurance -- Quantoul’s Greater Endurance
 +
* Flesh to Stone -- Mavin’s Flesh-Stone Transmution
 +
* Stone to flesh -- Mavin’s Stone-Flesh Transmution
 +
 
 +
'''Detail Changes''' ...
  
Casting Time: 1 action
+
'''Lucke’s 6th Monster Summons'''
Range: Short
+
* 6th-level Conjuration
Components: V, S
+
* Casting Time: 1 action
Duration: 1 turn/caster level
+
* Range: Short
 +
* Components: V, S
 +
* Duration: 1 turn/caster level
 
Duration decreased from 24 hours to 1 turn/caster level. 2 turns if you have Extend. Can now summon from different themes.
 
Duration decreased from 24 hours to 1 turn/caster level. 2 turns if you have Extend. Can now summon from different themes.
  
7th Level
+
'''Ectoplasmic Enhancement'''
Spell mantle -- M’dhal’s Spell Mantle
+
*Caster Level(s): Wizard / Sorcerer 6
Banishment -- Oberon’s Banish
+
*Innate Level: 6
Summon Creature 7 -- Lucke’s 7th Monster Summons
+
*School: Necromancy
Power word, stun -- Xanad’s Stun
+
*Descriptor(s): Evil
Delayed Blast Fireball -- Noanar’s Delayed Fireball
+
*Component(s): Verbal, Somatic
Prismatic spray -- Anglin’s spray
+
*Range: Medium
Great Thunderclap -- Xanad’s Thunderclap
+
*Area of Effect / Target: one undead / level
Shadow Shield -- Shadow's Shroud
+
*Duration: 24 hours
Control Undead -- Sadebreth’s Undead Control
+
*Additional Counter Spells:
Finger of Death -- Dethed’s Death Finger
+
*Save: None
Lucke’s 7th Monster Summons
+
*Spell Resistance: No
7th-level Conjuration
+
The undead affected by this spell gains a +1 deflection bonus to armor class, +1d8 temporary hit points, +1 bonus on attack rolls, and +2 bonus to turn resistance. Each of these enhancements increases by +1 for every three caster levels.
 +
 
 +
===7th Level===
 +
 
 +
'''Name Changes''' ...
 +
 
 +
* Spell mantle -- M’dhal’s Spell Mantle
 +
* Banishment -- Oberon’s Banish
 +
* Summon Creature 7 -- Lucke’s 7th Monster Summons
 +
* Power word, stun -- Xanad’s Stun
 +
* Delayed Blast Fireball -- Noanar’s Delayed Fireball
 +
* Prismatic spray -- Anglin’s spray
 +
* Great Thunderclap -- Xanad’s Thunderclap
 +
* Shadow Shield -- Shadow's Shroud
 +
* Control Undead -- Sadebreth’s Undead Control
 +
* Finger of Death -- Dethed’s Death Finger
 +
 
 +
'''Detail Changes''' ...
  
Casting Time: 1 action
+
'''Lucke’s 7th Monster Summons'''
Range: Short
+
* 7th-level Conjuration
Components: V, S
+
* Casting Time: 1 action
Duration: 1 turn/caster level
+
* Range: Short
 +
* Components: V, S
 +
* Duration: 1 turn/caster level
 
Duration decreased from 24 hours to 1 turn/caster level. 2 turns if you have Extend. Can now summon from different themes.
 
Duration decreased from 24 hours to 1 turn/caster level. 2 turns if you have Extend. Can now summon from different themes.
  
8th Level
+
'''Dictum'''
Mind Blank -- Kutson’s Mind Blank
+
* Evocation [Lawful, Sonic]
Greater planar binding -- Yong’s Truss
+
* Level: Clr 7, Law 7
Summon Creature 8 -- Lucke’s 8th Monster Summons
+
*Components: V
Premonition -- Zahn’s Premonition
+
*Range: 40 ft.
Mass charm -- Keonid’s Charm Plus
+
*Area: Nonlawful creatures in a 40-ft.-radius spread centered on you
Incendiary cloud -- Primidon’s Cloud
+
*Duration: Instantaneous
Sunburst -- Brightfinger's Burst of Day
+
*Saving Throw: None or Will negates; see text
Mass Blindness and Deafness -- Keonid’s Blindness and Deafness
+
*Spell Resistance: Yes
Create Greater Undead -- Sadebreth’s Create Greater Undead
+
Any nonlawful creature within the area of a dictum spell suffers the following ill effects.
Create Undead -- Sadebreth’s Create Undead
+
HD                      Effect
Horrid Wilting -- Dethed’s Horrid Wilting
+
Equal to caster level  Deafened
Lucke’s 8th Monster Summons
+
Up to caster level 1    Slowed, deafened
8th-level Conjuration
+
Up to caster level 5    Paralyzed, slowed, deafened
 +
Up to caster level 10  Killed, paralyzed, slowed, deafened
 +
 
 +
The effects are cumulative and concurrent. No saving throw is allowed against these effects.
 +
Deafened: The creature is deafened for 1d4 rounds.
 +
Slowed: The creature is slowed, as by the slow spell, for 2d4 rounds.
 +
Paralyzed: The creature is paralyzed and helpless for 1d10 minutes.
 +
Killed: Living creatures die. Undead creatures are destroyed.
 +
 
 +
Furthermore, if you are on your home plane when you cast this spell, nonlawful extraplanar creatures within the area are instantly banished back to their home planes. Creatures so banished cannot return for at least 24 hours. This effect takes place regardless of whether the creatures hear the dictum. The banishment effect allows a Will save (at a –4 penalty) to negate.
 +
Creatures whose HD exceeds your caster level are unaffected by dictum.
 +
 
 +
===8th Level===
 +
 
 +
'''Name Changes''' ...
 +
 
 +
* Mind Blank -- Kutson’s Mind Blank
 +
* Greater planar binding -- Yong’s Truss
 +
* Summon Creature 8 -- Lucke’s 8th Monster Summons
 +
* Premonition -- Zahn’s Premonition
 +
* Mass charm -- Keonid’s Charm Plus
 +
* Incendiary cloud -- Primidon’s Cloud
 +
* Sunburst -- Brightfinger's Burst of Day
 +
* Mass Blindness and Deafness -- Keonid’s Blindness and Deafness
 +
* Create Greater Undead -- Sadebreth’s Create Greater Undead
 +
* Create Undead -- Sadebreth’s Create Undead
 +
* Horrid Wilting -- Dethed’s Horrid Wilting
 +
 
 +
'''Detail Changes''' ...
  
Casting Time: 1 action
+
'''Lucke’s 8th Monster Summons'''
Range: Short
+
* 8th-level Conjuration
Components: V, S
+
* Casting Time: 1 action
Duration: 1 turn/caster level
+
* Range: Short
 +
* Components: V, S
 +
* Duration: 1 turn/caster level
 
Duration decreased from 24 hours to 1 turn/caster level. 2 turns if you have Extend. Can now summon from different themes.
 
Duration decreased from 24 hours to 1 turn/caster level. 2 turns if you have Extend. Can now summon from different themes.
  
9th Level
+
'''Blackflame'''
Greater spell mantle -- M’dhal’s Spell Mantle
+
* Evocation [Fear, Fire]
Gate -- Valdick’s Gate
+
* Level: Sor/Wiz 8
Summon Creature 9 -- Lucke’s 9th Monster Summons
+
*Components: S
Power word, kill -- Xanad’s killer
+
*Range: Medium
Dominate Monster -- Prug’s Dominate Monster
+
*Target: One subject
Meteor swarm -- Mavin’s Meteors
+
*Duration: 1 round/level (maximum 25 rounds)
Weird -- Trebbe’s Weird
+
*Saving Throw: Fortitude negates (see text)
Energy Drain -- Volhm’s Drain
+
*Spell Resistance: Yes (harmless, see text)
Wail of the Banshee -- Dethed’s Banshee Wail
+
This spell causes shadowy flames to burst to life on one subject.  Each round, the subject must make a Fortitude saving throw against this spell or sustain 1d10 points of damage.  Likewise, victims with spell resistance roll every round to prevent the spell effects for that round.  A single success on a saving throw or spell resistance does not negate the blackflame; that can only be accomplished by a successful dispel magic.
Shapechange -- Quantoul’s Shapechange
+
In addition to the damage, the spell causes a mind-affecting, fear effect in its victim.  On any round during which the spell's victim sustains damage, she must also succeed at a Will saving throw versus the spell's DC.  Victims who fail their Will saving throws are considered to be cowering (no dex adjustment to AC, opponents have +2 to attack rolls on victim, victim does not move).  Such a subject will not be able to take any action (melee, spellcasting, etc) except to fruitlessly douse the flames by rolling on the ground or swatting at them.
Time stop -- Chronomancer’s Time Stop
+
Once targeted, the blackflame will stay on its victim for the spell's duration.  Only a dimension door, teleport, or the like will separate the blackflame from the victim.
Lucke’s 9th Monster Summons
+
 
9th-level Conjuration
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===9th Level===
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'''Name Changes''' ...
 +
 
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* Greater spell mantle -- M’dhal’s Spell Mantle
 +
* Gate -- Valdick’s Gate
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* Summon Creature 9 -- Lucke’s 9th Monster Summons
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* Power word, kill -- Xanad’s killer
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* Dominate Monster -- Prug’s Dominate Monster
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* Meteor swarm -- Mavin’s Meteors
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* Weird -- Trebbe’s Weird
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* Energy Drain -- Volhm’s Drain
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* Wail of the Banshee -- Dethed’s Banshee Wail
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* Shapechange -- Quantoul’s Shapechange
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* Time stop -- Chronomancer’s Time Stop
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 +
'''Details Changes''' ...
  
Casting Time: 1 action
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'''Lucke’s 9th Monster Summons'''
Range: Short
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* 9th-level Conjuration
Components: V, S
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* Casting Time: 1 action
Duration: 1 turn/caster level
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* Range: Short
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* Components: V, S
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* Duration: 1 turn/caster level
 
Duration decreased from 24 hours to 1 turn/caster level. 2 turns if you have Extend. Can now summon from different themes.
 
Duration decreased from 24 hours to 1 turn/caster level. 2 turns if you have Extend. Can now summon from different themes.
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'''Zajimarn's Avalanche'''
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* Caster Level(s): Wizard / Sorcerer 9
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*Innate Level: 9
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*School: Conjuration
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*Descriptor(s): Creation, Cold
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*Component(s): Verbal, Somatic
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*Range: Long
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*Area of Effect / Target: 1 10' square / level
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*Duration: Instantaneous
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*Additional Counter Spells:
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*Save: Reflex Partial
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*Spell Resistance: Yes
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You conjure a sweeping wave of ice, snow and slush that washes away everything in it's path. Everything in the initial area of the spell takes 1d4 points of damage per caster level (to max 25d4). Creatures on foot and objects in the initial area must make Reflex saves or be carried along by the wave for 5 feet per caster level. The forced movement does not harm the targets except to leave them prone.
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Dead-end corridors and similar obstacles prevent the avalanche from moving creatures farther. The avalanche counts as a water attack for the purposes of extinguishing normal fires.

Latest revision as of 10:51, 21 June 2021

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Netheril Spell changes[edit]

Cantrips (0 Level)[edit]

Name Changes ...

  • Resistance -- General Matick’s Resistance
  • Ray of Frost -- Veridon’s Frost Ray
  • Acid Splash -- Primidon’s Acid Splash
  • Valstiir's Arcane Mark
  • Daze -- Enollar’s Daze
  • Light -- Brightfinger’s Light
  • Flare -- Primidon’s Flare
  • Electric Jolt -- Volhm’s Jolt
  • Inflict Minor Wounds
  • Dethed's Disrupt Undead
  • Volhm's Touch of Fatigue
  • Valstiir's Mage Hand
  • Zahn's Message
  • Ptack's Open / Close

Details Changes ...

Primidon’s Acid Splash

  • 0-level Conjuration
  • Casting Time: 1 action
  • Range: 60 feet
  • Components: S, V
  • Duration: Instantaneous

Now inflicts 1d4 + 1 damage instead of d3

Valstiir's Arcane Mark

  • 0-level Enchantment
  • Casting Time: 1 action
  • Range: Touch (Personal)
  • Components: V, S
  • Duration: Instant

You create a sigil on the target item that is unique to you. (Adds a line of blue text to the description, bearing your mark.)

Brightfinger’s Light

  • 0-level Evocation
  • Casting Time: 1 action
  • Range: Touch
  • Components: S. V
  • Duration: 1 hour

Light now creates a ball of light that follows the spell target around. It is harmless, and will not attack anything, nor block any spells or projectiles.

Volhm’s Jolt

  • 0-level Evocation
  • Casting Time: 1 action
  • Range: Medium (20 meters)
  • Components: V, S
  • Duration: Instant

Now inflicts 1d4 + 1 damage instead of d3

Inflict Minor Wounds

  • 0-level Necromancy
  • Casting Time: 1 action
  • Range: Touch
  • Components: S, V
  • Duration: Instant

Now inflicts 1d4 + 1 damage instead of 1

Dethed's Disrupt Undead

  • 0-level Necromancy
  • Casting Time: 1 action
  • Range: Short (10 meters)
  • Components: S, V
  • Duration: Instant You direct a ray of positive energy. You must make a ranged touch attack to hit, and if the ray hits an undead creature, it deals 1d6 points of damage to it.

Volhm's Touch of Fatigue

  • 0-level Necromancy
  • Casting Time: 1 action
  • Range: Touch (Personal)
  • Components: V, S,
  • Duration: Round/Level

You channel negative energy through your touch, fatiguing the target. You must succeed on a touch attack to strike a target.

The subject is immediately fatigued for the spell’s duration. (-2 STR, -2 CON for 1 round/2 caster levels, -15% Movespeed for 1 round/caster level.)

Valstiir's Mage Hand

  • 0-level Transmutation
  • Casting Time: 1 action
  • Range: Medium (20 meters)
  • Components: S, V
  • Duration: Instant

You point your finger at an object and can lift it and move it to your inventory. If cast at the ground, will get the nearest unattended item in 3 meters.

Zahn's Message

  • 0-level Transmutation
  • Casting Time: 1 action
  • Range: Medium (20 meters)
  • Components: S, V
  • Duration: Instant

You can send messages back and forth with designated persons within line of sight.

Ptack's Open / Close

  • 0-level Transmutation
  • Casting Time: 1 action
  • Range: Medium (20 meters)
  • Components: V, S
  • Duration: Instant

You can open or close (your choice) a door, chest, box, window, bag, pouch, bottle, barrel, or other container. If anything resists this activity (such as a bar on a door or a lock on a chest), the spell fails. Traps are not disarmed by this spell.

1st Level[edit]

Name Changes ...

  • Valstiir's Alarm
  • Endure Elements -- General Matick’s Endure Elements
  • Protection from evil -- M’dhal’s Dispel Evil
  • Protection from Good -- M’dhal’s Protection from Good
  • M'dhal's Protection from Chaos
  • M'dhal's Protection from Law
  • Shield -- General Matick’s shield
  • Ironguts -- Quantoul’s Iron Stomach
  • Grease -- Shan’s Tallow
  • Mage Armor -- General Matick’s Armor
  • Summon Creature 1 -- Lucke’s 1st Monster Summons
  • Identify -- Trebbe’s scry identify
  • Charm Person --Keonid’s Charm Human
  • Doom -- Keonid’s Doom
  • Sleep -- Efteran’s Sleep
  • Lucke's Floating Disk
  • Volhm's Shocking Grasp
  • Magic Missle -- General Matick’s Missile
  • Shelgarns persistent blade -- General Matick’s Persistent Blade
  • Ice Dagger -- Veridon’s Ice Dagger
  • Color spray -- Nalevac’s Spray
  • Ray of enfeeblement -- Hamring’s Enfeeblement
  • Negative Energy Ray -- Volhm’s Negative Ray
  • Burning Hands -- Primidon’s Burners
  • Amplify -- Zahn’s Amplify
  • Expeditious Retreat -- Quantoul’s Boots of Escaping
  • Magic weapon -- Fourfinger’s Magic Weapon

Details Changes ...

Valstiir's Alarm

  • 1st-level Abjuration
  • Casting Time: 1 action
  • Range: Ground
  • Components: V, S
  • Duration: Medium (20 meters)

You place a rune on the ground which conceals itself within 1 round and arms. After arming, any creature who walks through the area will alert the caster with a mental warning.

Lucke’s 1st Monster Summons

  • 1st-level conjuration
  • Casting Time: 1 action
  • Range: Short
  • Components: V, S
  • Duration: 1 turn/caster level

Duration decreased from 24 hours to 1 turn/caster level. 2 turns if you have Extend. Can now summon from different themes.

Lucke's Floating Disk

  • 1st-level Evocation
  • Casting Time: 1 action
  • Range: Medium (20 meters)
  • Components: V, S
  • Duration: Hour/Level

You create a slightly concave, circular plane of force that follows you about and carries loads for you. The disk is 3 feet in diameter and 1 inch deep at its center. It can hold 25 pounds of weight per caster level.

Volhm's Shocking Grasp

  • 1st-level Evocation
  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Instantaneous

Your successful melee touch attack deals 1d6 points of electricity damage per caster level (maximum 5d6). When delivering the jolt, you gain a +3 bonus on attack rolls if the opponent is wearing metal armor.

Acid Spittle

  • Transmutation [Acid]
  • Level: Sor/Wiz 1
  • Range: 10 ft
  • Target: One Creature
  • Duration: Instantaneous
  • Saving Throw: Reflex half
  • Spell Resistance: No

The caster is able to belch forth a small, viscous glob of potent acid at a nearby opponent. The caster may spit the acid at an opponent within 10 ft. as a grenade-like weapon, ranged touch-attack. A target struck by the acid takes 1d6 points of acid damage +1 point per caster level (maximum +20); Reflex save for half damage applies. Anyone within 5 ft. of where the acid glob strikes takes 1 point of acid damage +1 per two caster levels (maximum +10); Reflex save for half damage.

Calm Animals

  • Enchantment (Compulsion) [Mind-Affecting]
  • Level: Animal 1, Drd 1, Rgr 1
  • Components: V, S
  • Range: Short
  • Targets: Animals within 30 ft. of each other
  • Duration: 1 min./level
  • Saving Throw: Will negates; see text
  • Spell Resistance: Yes

This spell soothes and quiets animals, rendering them docile and harmless. Only ordinary animals (those with Intelligence scores of 3 or less) can be affected by this spell. All the subjects must be of the same kind, and no two may be more than 30 feet apart. The maximum number of Hit Dice of animals you can affect is equal to 2d4 + caster level. A dire animal or an animal trained to attack or guard is allowed a saving throw; other animals are not. (A druid could calm a normal bear or wolf with little trouble, but it's more difficult to affect a trained guard dog.) The affected creatures remain where they are and do not attack or flee. They are not helpless and defend themselves normally if attacked. Any threat (such as fire, a hungry predator, or an imminent attack) breaks the spell on the threatened creatures.

Chameleon Skin

  • Illusion (Glamer)
  • Illusion (Glamer)
  • Level: Sor/Wiz 1
  • Components: S
  • Range: Personal
  • Target: You
  • Duration: 1 hour/level

The spell adds +1 per level of the caster (max +10) to any Hide roll for the duration. The spell alters the caster's appearance, including her equipment, such that she blends into whatever background sits behind her.

Disappear

  • Illusion (Glamer)
  • Level: Brd 1
  • Components: V
  • Range: Personal
  • Target: You
  • Duration: 1 round

With a whispered syllable you complete the spell. You notice that others look past you as if you weren't there. You become invisible, vanishing from sight, even from darkvision. Your gear vanishes too. The spell ends if the subject attacks any creature.

2nd Level[edit]

Name Changes ...

  • Lesser Dispell Magic -- Oberon’s Lesser Dispell
  • Resist Elements -- General Matick’s Resist Elements
  • Valstiir's Glitterdust
  • Melfs acid arrow -- Primidon’s Acid Arrow
  • Summon Creature 2 -- Lucke’s 2nd Monster Summons
  • Web -- Shan’s Web
  • See Invisibility -- Trebbe’s Scry Invisibility
  • Daze Monster
  • Noanar's Scorching Ray
  • Darkness -- Fahren’s Darkness
  • Combust -- Noanar’s Combustion
  • Flame Weapon -- Fourfinger’s Flame Weapon
  • Darkfire
  • Cloud of Bewilderment -- Tolodine’s Cloud of Confusion
  • Invisibility -- Pockall’s Invisibility
  • Ghostly Visage -- Smolyn’s Blurring
  • Continual Flame -- Brightfinger's Continual Flame
  • Sadebreth's Command Undead
  • Sadebreth's False Life
  • Ghoul Touch -- Veridon’s Chiller
  • Death Armor -- Volhm’s Armor
  • Bulls Strength -- Quantoul’s Strength
  • Cats Grace -- Quantoul’s Grace
  • Endurance -- Quantoul’s Endurance
  • Knock -- Ptack’s Knock
  • Eagle Splendor -- Quantoul’s Splendor
  • Owls Wisdom -- Quantoul’s Wisdom
  • Foxs cunning -- Quantoul’s Cunning
  • Stone Bones -- Dethed’s Stone Bones

Detail Changes ...

Valstiir's Glitterdust

  • 2nd-level Conjuration
  • Casting Time: 1 action
  • Range: Medium
  • Components: S, V
  • Duration: 1hr/level

A cloud of golden particles covers everyone and everything in the area, causing creatures to become blinded for the duration of the spell, and removing any invisibility effects. All within the area are covered by the dust, which cannot be removed and continues to sparkle until it fades.

Any creature covered by the dust takes a –40 penalty on Hide checks.

Lucke’s 2nd Monster Summons

  • 2nd-level Conjuration
  • Casting Time: 1 action
  • Range: Short
  • Components: V, S
  • Duration: 1 turn/caster level

Duration decreased from 24 hours to 1 turn/caster level. 2 turns if you have Extend. Can now summon from different themes.

Daze Monster

  • 2nd-level Enchantment
  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S

This enchantment clouds the mind of a living creature with 8 or fewer Hit Dice so that it takes no actions. Creatures of 9 or more HD are not affected.

Noanar's Scorching Ray

  • 2nd-level Evocation
  • Casting Time: 1 action
  • Range: Close 25 ft
  • Components: V, S
  • Duration: Instant

You blast your enemies with fiery rays. You may fire one ray, plus one additional ray for every four levels beyond 3rd (to a maximum of three rays at 11th level). Each ray requires a ranged touch attack to hit and deals 4d6 points of fire damage.

Fourfinger’s Flame Weapon

  • 2nd-level Transmutation
  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: 2 minutes / level

Now does 1d4 damage under level 6, 1d6 damage 6-12, and 1d8 damage 12 and over.

Darkfire

  • 2nd-level Transmutation
  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: 2 minutes / level

Now does 1d4 damage under level 6, 1d6 damage 6-12, and 1d8 damage 12 and over.

Sadebreth's Command Undead

  • 2nd-level Necromancy
  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: 1hr/level

This spell allows you some degree of control over an undead creature. Assuming the subject is intelligent, it perceives your words and actions in the most favorable way. The undead may roll a will save against you, but if it fails it is considered charmed.

Sadebreth's False Life

  • 2nd-level Necromancy
  • Casting Time: 1 action
  • Range: Personal
  • Components: S, V
  • Duration: 1hr/level

You harness the power of unlife to grant yourself a limited ability to avoid death. While this spell is in effect, you gain temporary hit points equal to 1d10 +1 per caster level (maximum +10).

Dolomar's Force Wave

  • Evocation [Force]
  • Level: Brd 2, Sor/Wiz 2
  • Components: V,S
  • Range: Personal
  • Area: 10 feet + 1 foot/level radius burst outward from caster
  • Duration: Instantaneous
  • Saving Throw: None (see text)
  • Spell Resistance: Yes

Dolomar's Force Wave radiates hemispheric waves of force in every direction except downward. The waves of force push objects and creatures directly away from the caster, similar to the effects of a bull rush attack. Since this is a force effect, Dolomar's force wave will even affect incorporeal or ethereal targets. Though no saving throw is allowed in the conventional sense, each creature in the area of effect makes an opposed Strength check per the rules for bull rush attacks. Creatures affected by the force wave will automatically be pushed the maximum distance based on the result of the opposed Strength check (5 ft + 1 ft per point the force wave exceeded the opposed Strength check) out to the limit of the force wave's area of effect.

3rd Level[edit]

Name Changes ...

  • Dispel Magic -- Oberon’s Dispell
  • Magic Circle against Evil -- M’dhal’s Circle against Evil
  • Magic Circle against Good -- M’dhal’s Circle against Good
  • Negative Energy Protection -- M’dhal’s Negative Energy Shield
  • Protection from Elements -- General Matick’s Elements Protection
  • Flame Arrow -- Primidon’s Arrow
  • Stinking Cloud -- Tolodine’s Stinking Cloud
  • Summon Creature 3 -- Lucke’s 3rd Monster Summons
  • Clairaudience and Clairvoyance -- Zahn’s Hearing and Seeing
  • Find Traps -- Zahn’s Find Snares
  • Dominate Animal -- Prug’s Dominate Animal
  • Hold person -- Prug’s Hold Human
  • Fireball -- Noanar’s Fireball
  • Gust of wind -- Tolodine’s gust of wind
  • Lightning bolt -- Volhm’s bolt
  • Scintillating Sphere -- Volhm’s Electric Ball
  • Invisibility Sphere -- Pockall’s Wide Invisibility
  • Displacement -- Smolyn’s Displacement
  • Clarity -- Zahn's Clear Mind
  • Vampiric Touch -- Gwynn’s Vampirism
  • Negative energy burst -- Fjord’s Negative Energy Burst
  • Haste -- Quantoul’s fastmorph
  • Slow -- Quantoul’s slowmorph
  • Keen Edge -- General Matick’s Keen Edge
  • Greater magic weapon -- Fourfinger’s Enchanted Weapon

Detail Changes ...

Lucke’s 3rd Monster Summons

  • 3rd-level Conjuration
  • Casting Time: 1 action
  • Range: Short
  • Components: V, S
  • Duration: 1 turn/caster level

Duration decreased from 24 hours to 1 turn/caster level. 2 turns if you have Extend. Can now summon from different themes.

Armor of Undeath

  • Necromancy
  • Level: Death 3, Sor/Wiz 3
  • Components: V,S
  • Range: Personal
  • Target: You
  • Duration: 1 hour/level or special
  • Saving Throw: None
  • Spell Resistance: No

This spell allows the caster to create magical armor from the remains of a humanoid. The caster must touch a corpse (the corpse can be fresh, rotting, or even skeletal, so long as enough of it remains that it could be animated by an animate dead spell) and invoke the spell. The corpse will then stand erect, embrace the caster, and begin to bend and twist, wrapping itself around the caster to form a gruesome armor of bones and dead flesh. The armor grants a +2 enhancement bonus to the caster's AC, 25 temporary hit points, a -1 armor check penalty, and a 5% arcane spell failure penalty. Damage dealt to the caster is first removed from these hitpoints. The spell ends either when the duration expires or 25 points of damage are dealt to the armor. Should the spell end normally, all remaining temporary hit points are lost.

Banish Shadow

  • Abjuration
  • Level: Clr 3
  • Components: S
  • Range: Medium
  • Target: One shadow creature
  • Duration: Instantaneous
  • Saving Throw: Will partial (see text)
  • Spell Resistance: Yes

This spell is used to banish a creature of the Plane of Shadow (shadow, shadow mastiff, etc.) back to that plane. The target receives a Will save. A successful save means the subject is not banished, but it still sustains 3d4+1/level (maximum +10) damage.

Blood Storm

  • Evocation [Fear]
  • Level: Sor/Wiz 3
  • Components: V,S
  • Range: Medium
  • Area: 25 ft diameter sphere
  • Duration: 1 round/level
  • Saving Throw: See Text
  • Spell Resistance: Yes

Blood Storm summons a whirlwind of blood that envelops the entire area of effect and has several effects on those caught within it. First, those in the area of effect must make Reflex saving throws or be blinded by the swirling blood while they remain within the whirlwind and for 2d6 rounds after leaving it. Second, all combatants within the bloodstorm fight at -4 to their attack rolls. Third, the blood is slightly acidic, and causes 1d4 points of damage per round. Finally, victims must make a Will saving throw or become frightened if 8HD or above or panicked if less than 8HD.

Dar'Tan's Shadow Bolt

  • Evocation
  • Level: Sor/Wiz 3
  • Components: S
  • Range: Medium
  • Effect: Ray
  • Duration: Instantaneous
  • Saving Throw: Fortitude halves
  • Spell Resistance: Yes

This spell creates a black, pulsating bolt of shadowstuff, which is hurled at an opponent. The caster must make a ranged touch attack. If hit, the target sustains 1d6 damage/level (maximum 12d6) unless a Fortitude save is successful, in which case, only half damage is sustained.

4th Level[edit]

Name Changes ...

  • Lesser Spell Breach -- Oberon’s Lesser Spell Breach
  • Minor globe of invulnerability -- Trebbe’s Minor Invulnerability
  • Stoneskin -- M’dhal’s Stoneskin
  • Summon Creature 4 -- Lucke’s 4th Monster Summons
  • Evards Black Tentacles -- Valstiir's Black Tentacles
  • Charm Monster -- Keonid’s Charm Monster
  • Confusion -- Hamring’s Confusion
  • Elemental Shield -- General Matick’s Elemental Shield
  • Wall of fire -- Noanar’s wall
  • Ice Storm -- Veridon’s Storm
  • Isaacs lesser missile storm -- General Matick’s Lesser Missile Storm
  • Improved Invisibility -- Pockall’s Invisibility Plus
  • Phantasmal killer -- Carbury’s killer
  • Shadow Conjuration -- Shadow’s Conjuration
  • Contagion -- Lucke’s Contagion
  • Death Ward -- Trebbe’s Death Ward
  • Enervation -- Stoca’s feign
  • Fear -- Keonid’s Fear
  • Bestow Curse -- Hamring’s Curse
  • Polymorph self -- Quantoul’s selfmorph

Detail Changes ...

Lucke’s 4th Monster Summons

  • 4th-level Conjuration
  • Casting Time: 1 action
  • Range: Short
  • Components: V, S
  • Duration: 1 turn/caster level

Duration decreased from 24 hours to 1 turn/caster level. 2 turns if you have Extend. Can now summon from different themes.

Chaos Hammer

  • Evocation [Chaotic]
  • Level: Chaos 4
  • Components: V, S
  • Range: Medium
  • Area: 20-ft.-radius burst
  • Duration: Instantaneous (1d6 rounds); see text
  • Saving Throw: Will partial; see text
  • Spell Resistance: Yes

You unleash chaotic power to smite your enemies. The power takes the form of a multicolored explosion of leaping, ricocheting energy. Only lawful and neutral (not chaotic) creatures are harmed by the spell. The spell deals 1d8 points of damage per two caster levels (maximum 5d8) to lawful creatures (or 1d6 points of damage per caster level, maximum 10d6, to lawful outsiders) and slows them for 1d6 rounds. In addition, it takes a –2 penalty to AC, attack rolls, damage rolls, and Reflex saves. A successful Will save reduces the damage by half and negates the slow effect. The spell deals only half damage against creatures who are neither lawful nor chaotic, and they are not slowed. Such a creature can reduce the damage by half again (down to one-quarter) with a successful Will save.

Companion's Strife

  • Enchantment (Compulsion) [Fear, Mind-Affecting]
  • Level: Brd 4, Clr 5, Sor/Wiz 4
  • Components: V,S
  • Casting Time: 1 action
  • Range: Medium (100 ft + 10 ft/level)
  • Target: One humanoid
  • Duration: 1 round/level
  • Saving Throw: Will negates
  • Spell Resistance: Yes

A creature under the spell's effects will immediately realize that his allies are actually deadly enemies and try to fight his way out as if his life depended on it. He will use the best attacks, weapons or spells available to him until he has a clear escape route and then move directly away from both his erstwhile allies and the caster until the duration ends.

Condemned

  • Necromancy
  • Level: Clr 4
  • Components: V,S
  • Range: Touch
  • Target: 1 living creature
  • Duration: Permanent
  • Saving Throw: Fortitude negates
  • Spell Resistance: Yes

Victims struck by this touch attack spell must make a Fortitude save or become immune to the effects of magical healing for the duration they are condemned. This affliction will persist until a remove curse or the like is cast upon the target. However, binding wounds and natural healing are still effective, if not as fast.

Dimension Door

  • Conjuration (Teleportation)
  • Level: Brd 4, Sor/Wiz 4, Travel 4
  • Components: V
  • Range: Long
  • Target: You
  • Duration: Instantaneous
  • Saving Throw: None
  • Spell Resistance: No

You instantly transfer yourself from your current location to any other spot within range. You always arrive at exactly the spot desired. After using this spell, you can't take any other actions until your next turn.

5th Level[edit]

Name Changes ...

  • Dismissal -- Oberon’s Dismiss
  • Lesser Mind blank -- Kutson’s Lesser Blank
  • Lesser spell mantle -- M’dhal’s Lesser Spell Mantle
  • Energy Buffer -- General Matick’s Energy Buffer
  • Cloudkill -- Tolodine’s cloudkill
  • Lesser Planar Binding -- Lucke’s Planar Binding
  • Summon Creature 5 -- Lucke’s 5th Monster Summons
  • Feeblemind -- Hamring’s Feeblemind
  • Dominate Person -- Prug’s Dominate Human
  • Hold monster -- Prug’s hold being
  • Mind fog -- Veridon’s Mind Fog
  • Cone of Cold -- Veridon’s cone
  • Firebrand -- Primidon’s Brand
  • Ball Lightning -- Volhm’s Ball Lightning
  • Greater Shadow conjuration -- Shadow’s Conjuration
  • Animate dead -- Fjord’s Animation
  • Circle of Doom -- Dethed’s Circle of Doom

Detail Changes ...

Lucke’s 5th Monster Summons

  • 5th-level Conjuration
  • Casting Time: 1 action
  • Range: Short
  • Components: V, S
  • Duration: 1 turn/caster level

Duration decreased from 24 hours to 1 turn/caster level. 2 turns if you have Extend. Can now summon from different themes.

Darkbolt

  • Evocation [Darkness]
  • Level: Darkness 5
  • Components: V, S
  • Range: Medium
  • Effect: One ray/2 levels (maximum seven rays)
  • Duration: Instantaneous; see text
  • Saving Throw: Will partial
  • Spell Resistance: Yes

With a quick invocation to your deity, you call forth a nimbus of jet-black night. This terrible radiance, laced with the will of your deity, allows you to shoot black bolts of power. You unleash beams of darkness from your open palm. You must succeed on a ranged touch attack to strike your target. You can hurl one bolt for every two caster levels you have (maximum seven bolts). You must hurl all the bolts at once, at the same target. A darkbolt deals 2d8 points of damage to a living creature, and the creature is dazed for 1 round unless it makes a Will save (a creature struck by multiple bolts during the same round is dazed for a maximum of 1 round, no matter how many times it fails its save). An undead creature takes no damage, but is dazed if it fails its save.

6th Level[edit]

Name Changes ...

  • Globe of Invulnerability -- Trebbe’s Invulnerability
  • Greater Dispelling -- Oberon’s Greater Dispel
  • Greater Spell Breach -- Oberon’s Spell Breach
  • Acid Fog -- Tolodine’s Acid Cloud
  • Planar Binding -- Lucke’s Planar Binding
  • Summon Creature 6 -- Lucke’s 6th Monster Summons
  • True Seeing -- Smolyn’s Seer
  • Legend Lore -- Jarm’s saga
  • Mass Haste -- Quantoul’s Mass fastmorph
  • Chain Lightning -- Volhm’s chaining
  • Isaacs Greater missile storm -- General Matick’s Greater Missile Storm
  • Ethereal Visage -- Valdick’s Ethereal Form
  • Shades -- Shadow’s Shades
  • Circle of Death -- Dethed’s Circle of Death
  • Undeath to Death -- Dethed’s Undeath to Death
  • Greater stoneskin -- M’dhal’s Greater Stoneskin
  • Tensers Transformation -- Quantoul’s Changer
  • Greater Eagle Splendor -- Quantoul’s Greater Splendor
  • Greater Owls Wisdom -- Quantoul’s Greater Wisdom
  • Foxs Greater cunning -- Quantoul’s Greater Cunning
  • Greater Bulls Strength -- Quantoul’s Greater Strength
  • Greater Cats Grace -- Quantoul’s Greater Grace
  • Greater Endurance -- Quantoul’s Greater Endurance
  • Flesh to Stone -- Mavin’s Flesh-Stone Transmution
  • Stone to flesh -- Mavin’s Stone-Flesh Transmution

Detail Changes ...

Lucke’s 6th Monster Summons

  • 6th-level Conjuration
  • Casting Time: 1 action
  • Range: Short
  • Components: V, S
  • Duration: 1 turn/caster level

Duration decreased from 24 hours to 1 turn/caster level. 2 turns if you have Extend. Can now summon from different themes.

Ectoplasmic Enhancement

  • Caster Level(s): Wizard / Sorcerer 6
  • Innate Level: 6
  • School: Necromancy
  • Descriptor(s): Evil
  • Component(s): Verbal, Somatic
  • Range: Medium
  • Area of Effect / Target: one undead / level
  • Duration: 24 hours
  • Additional Counter Spells:
  • Save: None
  • Spell Resistance: No

The undead affected by this spell gains a +1 deflection bonus to armor class, +1d8 temporary hit points, +1 bonus on attack rolls, and +2 bonus to turn resistance. Each of these enhancements increases by +1 for every three caster levels.

7th Level[edit]

Name Changes ...

  • Spell mantle -- M’dhal’s Spell Mantle
  • Banishment -- Oberon’s Banish
  • Summon Creature 7 -- Lucke’s 7th Monster Summons
  • Power word, stun -- Xanad’s Stun
  • Delayed Blast Fireball -- Noanar’s Delayed Fireball
  • Prismatic spray -- Anglin’s spray
  • Great Thunderclap -- Xanad’s Thunderclap
  • Shadow Shield -- Shadow's Shroud
  • Control Undead -- Sadebreth’s Undead Control
  • Finger of Death -- Dethed’s Death Finger

Detail Changes ...

Lucke’s 7th Monster Summons

  • 7th-level Conjuration
  • Casting Time: 1 action
  • Range: Short
  • Components: V, S
  • Duration: 1 turn/caster level

Duration decreased from 24 hours to 1 turn/caster level. 2 turns if you have Extend. Can now summon from different themes.

Dictum

  • Evocation [Lawful, Sonic]
  • Level: Clr 7, Law 7
  • Components: V
  • Range: 40 ft.
  • Area: Nonlawful creatures in a 40-ft.-radius spread centered on you
  • Duration: Instantaneous
  • Saving Throw: None or Will negates; see text
  • Spell Resistance: Yes

Any nonlawful creature within the area of a dictum spell suffers the following ill effects. HD Effect Equal to caster level Deafened Up to caster level 1 Slowed, deafened Up to caster level 5 Paralyzed, slowed, deafened Up to caster level 10 Killed, paralyzed, slowed, deafened

The effects are cumulative and concurrent. No saving throw is allowed against these effects. Deafened: The creature is deafened for 1d4 rounds. Slowed: The creature is slowed, as by the slow spell, for 2d4 rounds. Paralyzed: The creature is paralyzed and helpless for 1d10 minutes. Killed: Living creatures die. Undead creatures are destroyed.

Furthermore, if you are on your home plane when you cast this spell, nonlawful extraplanar creatures within the area are instantly banished back to their home planes. Creatures so banished cannot return for at least 24 hours. This effect takes place regardless of whether the creatures hear the dictum. The banishment effect allows a Will save (at a –4 penalty) to negate. Creatures whose HD exceeds your caster level are unaffected by dictum.

8th Level[edit]

Name Changes ...

  • Mind Blank -- Kutson’s Mind Blank
  • Greater planar binding -- Yong’s Truss
  • Summon Creature 8 -- Lucke’s 8th Monster Summons
  • Premonition -- Zahn’s Premonition
  • Mass charm -- Keonid’s Charm Plus
  • Incendiary cloud -- Primidon’s Cloud
  • Sunburst -- Brightfinger's Burst of Day
  • Mass Blindness and Deafness -- Keonid’s Blindness and Deafness
  • Create Greater Undead -- Sadebreth’s Create Greater Undead
  • Create Undead -- Sadebreth’s Create Undead
  • Horrid Wilting -- Dethed’s Horrid Wilting

Detail Changes ...

Lucke’s 8th Monster Summons

  • 8th-level Conjuration
  • Casting Time: 1 action
  • Range: Short
  • Components: V, S
  • Duration: 1 turn/caster level

Duration decreased from 24 hours to 1 turn/caster level. 2 turns if you have Extend. Can now summon from different themes.

Blackflame

  • Evocation [Fear, Fire]
  • Level: Sor/Wiz 8
  • Components: S
  • Range: Medium
  • Target: One subject
  • Duration: 1 round/level (maximum 25 rounds)
  • Saving Throw: Fortitude negates (see text)
  • Spell Resistance: Yes (harmless, see text)

This spell causes shadowy flames to burst to life on one subject. Each round, the subject must make a Fortitude saving throw against this spell or sustain 1d10 points of damage. Likewise, victims with spell resistance roll every round to prevent the spell effects for that round. A single success on a saving throw or spell resistance does not negate the blackflame; that can only be accomplished by a successful dispel magic. In addition to the damage, the spell causes a mind-affecting, fear effect in its victim. On any round during which the spell's victim sustains damage, she must also succeed at a Will saving throw versus the spell's DC. Victims who fail their Will saving throws are considered to be cowering (no dex adjustment to AC, opponents have +2 to attack rolls on victim, victim does not move). Such a subject will not be able to take any action (melee, spellcasting, etc) except to fruitlessly douse the flames by rolling on the ground or swatting at them. Once targeted, the blackflame will stay on its victim for the spell's duration. Only a dimension door, teleport, or the like will separate the blackflame from the victim.

9th Level[edit]

Name Changes ...

  • Greater spell mantle -- M’dhal’s Spell Mantle
  • Gate -- Valdick’s Gate
  • Summon Creature 9 -- Lucke’s 9th Monster Summons
  • Power word, kill -- Xanad’s killer
  • Dominate Monster -- Prug’s Dominate Monster
  • Meteor swarm -- Mavin’s Meteors
  • Weird -- Trebbe’s Weird
  • Energy Drain -- Volhm’s Drain
  • Wail of the Banshee -- Dethed’s Banshee Wail
  • Shapechange -- Quantoul’s Shapechange
  • Time stop -- Chronomancer’s Time Stop

Details Changes ...

Lucke’s 9th Monster Summons

  • 9th-level Conjuration
  • Casting Time: 1 action
  • Range: Short
  • Components: V, S
  • Duration: 1 turn/caster level

Duration decreased from 24 hours to 1 turn/caster level. 2 turns if you have Extend. Can now summon from different themes.

Zajimarn's Avalanche

  • Caster Level(s): Wizard / Sorcerer 9
  • Innate Level: 9
  • School: Conjuration
  • Descriptor(s): Creation, Cold
  • Component(s): Verbal, Somatic
  • Range: Long
  • Area of Effect / Target: 1 10' square / level
  • Duration: Instantaneous
  • Additional Counter Spells:
  • Save: Reflex Partial
  • Spell Resistance: Yes

You conjure a sweeping wave of ice, snow and slush that washes away everything in it's path. Everything in the initial area of the spell takes 1d4 points of damage per caster level (to max 25d4). Creatures on foot and objects in the initial area must make Reflex saves or be carried along by the wave for 5 feet per caster level. The forced movement does not harm the targets except to leave them prone. Dead-end corridors and similar obstacles prevent the avalanche from moving creatures farther. The avalanche counts as a water attack for the purposes of extinguishing normal fires.