Spell Changes
Contents
Netheril Spell changes
Cantrips (0 Level)
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
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
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
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
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
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
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
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
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
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.