Editing Custom Spells

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: 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.
 
: 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.
 
          
 
          
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=== Dethed's Disrupt Undead ===
 
=== Dethed's Disrupt Undead ===
 
===== '''School''': =====
 
===== '''School''': =====
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: 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.
 
: 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.
 
          
 
          
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=== Volhm's Touch of Fatigue ===
 
=== Volhm's Touch of Fatigue ===
 
===== '''School''': =====
 
===== '''School''': =====
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: 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.
 
          
 
          
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=== Lucke's Floating Disk ===
 
=== Lucke's Floating Disk ===
 
===== '''School''': =====
 
===== '''School''': =====
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: 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 50 pounds of weight per caster level. The disk floats approximately 3 feet above the ground at all times and remains level. It floats along horizontally within spell range and will accompany you at a rate of no more than your normal speed each round.
 
: 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 50 pounds of weight per caster level. The disk floats approximately 3 feet above the ground at all times and remains level. It floats along horizontally within spell range and will accompany you at a rate of no more than your normal speed each round.
 
          
 
          
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=== Valstiir's Alarm ===
 
=== Valstiir's Alarm ===
 
===== '''School''': =====
 
===== '''School''': =====
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: 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.
 
          
 
          
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=== Valstiir's Arcane Mark ===
 
=== Valstiir's Arcane Mark ===
 
===== '''School''': =====
 
===== '''School''': =====
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: 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.)
 
          
 
          
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=== Zahn's Message ===
 
=== Zahn's Message ===
 
===== '''School''': =====
 
===== '''School''': =====
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: You can send messages back and forth with designated persons within line of sight.
 
: You can send messages back and forth with designated persons within line of sight.
 
          
 
          
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=== Tolodine's Obsuring Mist ===
 
=== Tolodine's Obsuring Mist ===
 
===== '''School''': =====
 
===== '''School''': =====
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: A misty vapor arises around you. It is stationary once created. The vapor obscures all sight beyond 5 feet. Creatures within the mist are granted 25% concealment against melee attacks, 50% concealment against ranged attacks, and are blinded.
 
: A misty vapor arises around you. It is stationary once created. The vapor obscures all sight beyond 5 feet. Creatures within the mist are granted 25% concealment against melee attacks, 50% concealment against ranged attacks, and are blinded.
 
          
 
          
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=== Prug's Daze Monster ===
 
=== Prug's Daze Monster ===
 
===== '''School''': =====
 
===== '''School''': =====
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=== Noanar's Scorching Ray ===
 
=== Noanar's Scorching Ray ===
 
===== '''School''': =====
 
===== '''School''': =====
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=== Sadebreth's Command Undead ===
 
=== Sadebreth's Command Undead ===
 
===== '''School''': =====
 
===== '''School''': =====
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=== Sadebreth's False Life ===
 
=== Sadebreth's False Life ===
 
===== '''School''': =====
 
===== '''School''': =====
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: 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).
 
: 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).
 
          
 
          
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=== Volhm's Shocking Grasp ===
 
=== Volhm's Shocking Grasp ===
 
===== '''School''': =====
 
===== '''School''': =====
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=== Valstiir's Glitterdust ===
 
=== Valstiir's Glitterdust ===
 
===== '''School''': =====
 
===== '''School''': =====
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: 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.
 
          
 
          
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=== Detect Secrets ===
 
=== Detect Secrets ===
 
===== '''School''': =====
 
===== '''School''': =====
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: You grant yourself magical perception that greatly enhances your ability to uncover hidden mysteries. Beginning on your next turn after casting this spell, secrets of all sorts become more visable to you.
 
: You grant yourself magical perception that greatly enhances your ability to uncover hidden mysteries. Beginning on your next turn after casting this spell, secrets of all sorts become more visable to you.
 
          
 
          
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=== Zajimarn's Avalanche ===
 
=== Zajimarn's Avalanche ===
 
===== '''School''': =====
 
===== '''School''': =====
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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.
 
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.
 
          
 
          
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=== Ectoplasmic Enhancement ===
 
=== Ectoplasmic Enhancement ===
 
===== '''School''': =====
 
===== '''School''': =====
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: The undead affected by this spell gaini 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.
 
: The undead affected by this spell gaini 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.
 
          
 
          
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=== Acid Spittle ===
 
=== Acid Spittle ===
 
===== '''School''': =====
 
===== '''School''': =====
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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.
 
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.
 
          
 
          
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=== Armor of Undeath ===
 
=== Armor of Undeath ===
 
===== '''School''': =====
 
===== '''School''': =====
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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.
 
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.
 
          
 
          
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=== Banish Shadow ===
 
=== Banish Shadow ===
 
===== '''School''': =====
 
===== '''School''': =====
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: 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.
 
: 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.
 
          
 
          
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=== Battlecry ===
 
=== Battlecry ===
 
===== '''School''': =====
 
===== '''School''': =====
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: When the caster screams his battlecry, all creatures (of 6 or fewer HD) in a cone area in front of the caster must make a Fortitude saving throw or be stunned for one round.  A stunned creature cannot act and loses any Dexterity modifiers to AC.  Attackers gain a +2 bonus to attack it.
 
: When the caster screams his battlecry, all creatures (of 6 or fewer HD) in a cone area in front of the caster must make a Fortitude saving throw or be stunned for one round.  A stunned creature cannot act and loses any Dexterity modifiers to AC.  Attackers gain a +2 bonus to attack it.
 
          
 
          
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=== Blackflame ===
 
=== Blackflame ===
 
===== '''School''': =====
 
===== '''School''': =====
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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.
 
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.
 
          
 
          
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=== Blood Storm ===
 
=== Blood Storm ===
 
===== '''School''': =====
 
===== '''School''': =====
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: 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.
 
: 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.
 
          
 
          
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=== Blur ===
 
=== Blur ===
 
===== '''School''': =====
 
===== '''School''': =====
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: The subject's outline appears blurred, shifting and wavering. This distortion grants the subject concealment (20% miss chance). A see invisibility spell does not counteract the blur effect. Opponents that cannot see the subject ignore the spell's effect (though fighting an unseen opponent carries penalties of its own).
 
: The subject's outline appears blurred, shifting and wavering. This distortion grants the subject concealment (20% miss chance). A see invisibility spell does not counteract the blur effect. Opponents that cannot see the subject ignore the spell's effect (though fighting an unseen opponent carries penalties of its own).
 
          
 
          
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=== Calm Animals ===
 
=== Calm Animals ===
 
===== '''School''': =====
 
===== '''School''': =====
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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.
 
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.
 
          
 
          
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=== Chameleon Skin ===
 
=== Chameleon Skin ===
 
===== '''School''': =====
 
===== '''School''': =====
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: 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.
 
: 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.
 
          
 
          
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=== Cloak of Righteousness ===
 
=== Cloak of Righteousness ===
 
===== '''School''': =====
 
===== '''School''': =====
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The cloak of righteousness is primarily used by paladins, but clerics who serve good deities can be granted this spell as well.
 
The cloak of righteousness is primarily used by paladins, but clerics who serve good deities can be granted this spell as well.
 
          
 
          
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=== Companion's Strife ===
 
=== Companion's Strife ===
 
===== '''School''': =====
 
===== '''School''': =====
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: 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.
 
: 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.
 
          
 
          
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=== Condemned ===
 
=== Condemned ===
 
===== '''School''': =====
 
===== '''School''': =====
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: 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.
 
: 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.
 
          
 
          
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=== Dar'tan's Shadow Bolt ===
 
=== Dar'tan's Shadow Bolt ===
 
===== '''School''': =====
 
===== '''School''': =====
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: 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.
 
: 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.
 
          
 
          
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=== Dictum ===
 
=== Dictum ===
 
===== '''School''': =====
 
===== '''School''': =====
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Up to caster level 10  Killed, paralyzed, slowed, deafened
 
Up to caster level 10  Killed, paralyzed, slowed, deafened
 
          
 
          
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=== Dimension Door ===
 
=== Dimension Door ===
 
===== '''School''': =====
 
===== '''School''': =====
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: 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.  
 
: 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.  
 
          
 
          
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=== Disappear ===
 
=== Disappear ===
 
===== '''School''': =====
 
===== '''School''': =====
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You become invisible, vanishing from sight, even from darkvision. Your gear vanishes too. The spell ends if the subject attacks any creature.  
 
You become invisible, vanishing from sight, even from darkvision. Your gear vanishes too. The spell ends if the subject attacks any creature.  
 
          
 
          
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=== Dolomar's Force Wave ===
 
=== Dolomar's Force Wave ===
 
===== '''School''': =====
 
===== '''School''': =====
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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.
 
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.
 
          
 
          
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=== Flash ===
 
=== Flash ===
 
===== '''School''': =====
 
===== '''School''': =====
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: Flash causes a small object, no larger than a coin or pebble, to explode and emit a brief, but dazzling, burst of light when thrown to the ground.  Any creature witnessing the flash must make a Reflex save or be temporarily blinded for 1d3 rounds.  The caster is assumed to shield his eyes before invoking the flash and is not affected.
 
: Flash causes a small object, no larger than a coin or pebble, to explode and emit a brief, but dazzling, burst of light when thrown to the ground.  Any creature witnessing the flash must make a Reflex save or be temporarily blinded for 1d3 rounds.  The caster is assumed to shield his eyes before invoking the flash and is not affected.
 
          
 
          
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=== Fog Cloud ===
 
=== Fog Cloud ===
 
===== '''School''': =====
 
===== '''School''': =====
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The spell does not function underwater.
 
The spell does not function underwater.
 
          
 
          
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=== Freezing Curse ===
 
=== Freezing Curse ===
 
===== '''School''': =====
 
===== '''School''': =====
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If the save is failed, the character freezes; every portion of his body turns to solid ice.  The character so frozen is still alive and enters a state of suspended animation until the ice melts and she is restored to normal.  Should the frozen character sustain more than 5 hit points of damage, her form shatters, slaying her instantly.
 
If the save is failed, the character freezes; every portion of his body turns to solid ice.  The character so frozen is still alive and enters a state of suspended animation until the ice melts and she is restored to normal.  Should the frozen character sustain more than 5 hit points of damage, her form shatters, slaying her instantly.
 
          
 
          
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=== Ganest's Farstrike ===
 
=== Ganest's Farstrike ===
 
===== '''School''': =====
 
===== '''School''': =====
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: Ganest's Farstrike creates a bolt of flame that flies from the caster's finger to strike any single target within the caster's sight.  The caster's sight may be augmented through use of another spell that improves natural vision (scrying spells do not count).  Ganest's farstrike does 1d4 points of damage per level of caster (maximum 10d4) and has a chance of setting anything flammable it hits on fire.  The bolt flies in a parabolic arc and, thus, can be seen coming from a distance, allowing the target time to get out of the way, hence a Reflex save negates all damage.
 
: Ganest's Farstrike creates a bolt of flame that flies from the caster's finger to strike any single target within the caster's sight.  The caster's sight may be augmented through use of another spell that improves natural vision (scrying spells do not count).  Ganest's farstrike does 1d4 points of damage per level of caster (maximum 10d4) and has a chance of setting anything flammable it hits on fire.  The bolt flies in a parabolic arc and, thus, can be seen coming from a distance, allowing the target time to get out of the way, hence a Reflex save negates all damage.
 
          
 
          
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=== Greater Healing Circle ===
 
=== Greater Healing Circle ===
 
===== '''School''': =====
 
===== '''School''': =====
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its area rather than curing them.
 
its area rather than curing them.
 
          
 
          
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=== Holy Word ===
 
=== Holy Word ===
 
===== '''School''': =====
 
===== '''School''': =====
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The effects are cumulative and concurrent.
 
The effects are cumulative and concurrent.
 
          
 
          
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=== Incapacitate ===
 
=== Incapacitate ===
 
===== '''School''': =====
 
===== '''School''': =====
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If the target is undead, the spell heals 10 points of damager per caster level, max 150 to the target, and restores any ability damage the target has suffered.
 
If the target is undead, the spell heals 10 points of damager per caster level, max 150 to the target, and restores any ability damage the target has suffered.
 
          
 
          
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=== Leech Field ===
 
=== Leech Field ===
 
===== '''School''': =====
 
===== '''School''': =====
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If any undead are caught in the leech field, the caster himself takes damage (Fortitude save for half).  All undead in the leech field split evenly as a curing effect any damage that the caster takes.  This effect can cure them up to their full normal hit points, but does not provide them any temporary gain.  The caster takes this damage before he absorbs any hit points from living creatures that are also in the area of effect.  If the caster is reduced to less than 0 hit points from this damage, he does not absorb any hit points from the living creatures (they still take damage, however).
 
If any undead are caught in the leech field, the caster himself takes damage (Fortitude save for half).  All undead in the leech field split evenly as a curing effect any damage that the caster takes.  This effect can cure them up to their full normal hit points, but does not provide them any temporary gain.  The caster takes this damage before he absorbs any hit points from living creatures that are also in the area of effect.  If the caster is reduced to less than 0 hit points from this damage, he does not absorb any hit points from the living creatures (they still take damage, however).
 
          
 
          
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=== Life Force Transfer ===
 
=== Life Force Transfer ===
 
===== '''School''': =====
 
===== '''School''': =====
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: When a priest or paladin casts this spell and lays hands upon an injured subject, he absorbs - and thereby lessens - part or all of the damage the subject has taken.  A cleric may absorb up to a maximum of 2 points per level, and the target regains 2 hit points for every one absorbed by the caster.  Life force transfer cannot heal more than 60 points of damage per casting (30 points of damage absorbed).
 
: When a priest or paladin casts this spell and lays hands upon an injured subject, he absorbs - and thereby lessens - part or all of the damage the subject has taken.  A cleric may absorb up to a maximum of 2 points per level, and the target regains 2 hit points for every one absorbed by the caster.  Life force transfer cannot heal more than 60 points of damage per casting (30 points of damage absorbed).
 
          
 
          
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=== Loviatar's Torments ===
 
=== Loviatar's Torments ===
 
===== '''School''': =====
 
===== '''School''': =====
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Non-evil clerics attempting to cast this spell invoke the wrath of Loviatar and have the spell take effect upon their own person.
 
Non-evil clerics attempting to cast this spell invoke the wrath of Loviatar and have the spell take effect upon their own person.
 
          
 
          
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=== Minor Shadow Conjuration ===
 
=== Minor Shadow Conjuration ===
 
===== '''School''': =====
 
===== '''School''': =====
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Shadow objects or substances, such as obscuring mist, have normal effects except against those who disbelieve them. Against disbelievers, they are 20% likely to work.  
 
Shadow objects or substances, such as obscuring mist, have normal effects except against those who disbelieve them. Against disbelievers, they are 20% likely to work.  
 
          
 
          
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=== Power Word, Thunder ===
 
=== Power Word, Thunder ===
 
===== '''School''': =====
 
===== '''School''': =====
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When uttered, the Power Word: Thunder quickly rises to a tremendous pitch and washes outward as a tangible boom of sound.  All creatures within 60 feet of the caster with 30 or fewer hit points are immediately deafened and dazed, with no saving throw.  Creatures with between 30 and 60 hit points are deafened but not dazed.  Creatures with more than 60 hit points are unaffected.  Power Word: Thunder destroys all magical silence in its area of effect.
 
When uttered, the Power Word: Thunder quickly rises to a tremendous pitch and washes outward as a tangible boom of sound.  All creatures within 60 feet of the caster with 30 or fewer hit points are immediately deafened and dazed, with no saving throw.  Creatures with between 30 and 60 hit points are deafened but not dazed.  Creatures with more than 60 hit points are unaffected.  Power Word: Thunder destroys all magical silence in its area of effect.
 
          
 
          
----
+
----
 
=== Protection from Cantrips ===
 
=== Protection from Cantrips ===
 
===== '''School''': =====
 
===== '''School''': =====
Line 930: Line 930:
 
: By casting this spell, the caster receives immunity to the effects of 0-level spells. The spell protects the creature that he touches. Any cantrip cast against the protected creature dissipates with an audible popping sound.
 
: By casting this spell, the caster receives immunity to the effects of 0-level spells. The spell protects the creature that he touches. Any cantrip cast against the protected creature dissipates with an audible popping sound.
 
          
 
          
----
+
----
 
=== Protection from Paralysis ===
 
=== Protection from Paralysis ===
 
===== '''School''': =====
 
===== '''School''': =====
Line 948: Line 948:
 
: The recipient of this spell receives total immunity to magical paralysis. Spells such as hold person and slow have no effect upon the individual. This spell also provides protection against the paralysis attacks of monsters (a ghoul's touch, for instance). This spell offers no protection against physical damage.
 
: The recipient of this spell receives total immunity to magical paralysis. Spells such as hold person and slow have no effect upon the individual. This spell also provides protection against the paralysis attacks of monsters (a ghoul's touch, for instance). This spell offers no protection against physical damage.
 
          
 
          
----
+
----
 
=== Purifying Flames ===
 
=== Purifying Flames ===
 
===== '''School''': =====
 
===== '''School''': =====
Line 966: Line 966:
 
: This spell causes the target's body to burst into flames if the caster succeeds at a ranged touch attack.  The target suffers 3d6 points of damage or half damage if he succeeds at his initial Fortitude saving throw.  Anyone within five feet of the target will also take 1d6 points of heat damage with no saving throw.  The Purifying Flames continue to deal similar damage each round until the spell's duration lapses.  Each round that the flames are in effect, the victim must roll a new Fortitude save to determine if he takes half or full damage that round.
 
: This spell causes the target's body to burst into flames if the caster succeeds at a ranged touch attack.  The target suffers 3d6 points of damage or half damage if he succeeds at his initial Fortitude saving throw.  Anyone within five feet of the target will also take 1d6 points of heat damage with no saving throw.  The Purifying Flames continue to deal similar damage each round until the spell's duration lapses.  Each round that the flames are in effect, the victim must roll a new Fortitude save to determine if he takes half or full damage that round.
 
          
 
          
----
+
----
 
=== Rabbit Feet ===
 
=== Rabbit Feet ===
 
===== '''School''': =====
 
===== '''School''': =====
Line 988: Line 988:
 
The spell adds +2/level of the caster (maximum +18) to any Move Silently checks.
 
The spell adds +2/level of the caster (maximum +18) to any Move Silently checks.
 
          
 
          
----
+
----
 
=== Repel Vermin ===
 
=== Repel Vermin ===
 
===== '''School''': =====
 
===== '''School''': =====
Line 1,007: Line 1,007:
 
: An invisible barrier holds back vermin. A vermin with Hit Dice of less than one-third your level cannot penetrate the barrier. A vermin with Hit Dice of one-third your level or more can penetrate the barrier if it succeeds on a Will save. Even so, crossing the barrier deals the vermin 2d6 points of damage, and pressing against the barrier causes pain, which deters most vermin.
 
: An invisible barrier holds back vermin. A vermin with Hit Dice of less than one-third your level cannot penetrate the barrier. A vermin with Hit Dice of one-third your level or more can penetrate the barrier if it succeeds on a Will save. Even so, crossing the barrier deals the vermin 2d6 points of damage, and pressing against the barrier causes pain, which deters most vermin.
 
          
 
          
----
+
----
 
=== Shadow Storm ===
 
=== Shadow Storm ===
 
===== '''School''': =====
 
===== '''School''': =====
Line 1,026: Line 1,026:
 
Those within the area of the spread of this spell roll a Fortitude saving throw.  Those who fail this check suffer the catastrophic loss of the caster's level/2 (maximum loss of 12) in both temporary Strength and temporary Constitution points.  A successful save indicates that they lose only half that number of temporary points. Additionally, everyone in the spread must roll a Reflex save or suffer 4d12 + 1/level hp (maximum +25) damage. A successful save halves the damage.
 
Those within the area of the spread of this spell roll a Fortitude saving throw.  Those who fail this check suffer the catastrophic loss of the caster's level/2 (maximum loss of 12) in both temporary Strength and temporary Constitution points.  A successful save indicates that they lose only half that number of temporary points. Additionally, everyone in the spread must roll a Reflex save or suffer 4d12 + 1/level hp (maximum +25) damage. A successful save halves the damage.
 
          
 
          
----
+
----
 
=== Storm Wrath ===
 
=== Storm Wrath ===
 
===== '''School''': =====
 
===== '''School''': =====
Line 1,045: Line 1,045:
 
: Casting Talos' Wrath causes a storm of lightning to strike from the heavens, creating a column of raging electrical energy.  The spell does 1d6 points of damage per caster level (maximum 15d6) to all caught within the area of effect.  Every round of the storm, targets within its area of effect may make a Reflex save to halve the damage caused by the storm that round.
 
: Casting Talos' Wrath causes a storm of lightning to strike from the heavens, creating a column of raging electrical energy.  The spell does 1d6 points of damage per caster level (maximum 15d6) to all caught within the area of effect.  Every round of the storm, targets within its area of effect may make a Reflex save to halve the damage caused by the storm that round.
 
          
 
          
----
+
----
 
=== Word of Chaos ===
 
=== Word of Chaos ===
 
===== '''School''': =====
 
===== '''School''': =====
Line 1,071: Line 1,071:
 
No saving throw is allowed against these effects.
 
No saving throw is allowed against these effects.
 
          
 
          
----
+
----
 
=== Faerie Fire ===
 
=== Faerie Fire ===
 
===== '''School''': =====
 
===== '''School''': =====
Line 1,089: Line 1,089:
 
: A pale glow surrounds and outlines the subjects. Outlined subjects shed light as candles. Outlined creatures do not benefit from the concealment normally provided by darkness (though a 2nd-level or higher magical darkness effect functions normally), blur, displacement, invisibility, or similar effects. The light is too dim to have any special effect on undead or darkdwelling creatures vulnerable to light. The faerie fire does not cause any harm to the objects or creatures thus outlined.
 
: A pale glow surrounds and outlines the subjects. Outlined subjects shed light as candles. Outlined creatures do not benefit from the concealment normally provided by darkness (though a 2nd-level or higher magical darkness effect functions normally), blur, displacement, invisibility, or similar effects. The light is too dim to have any special effect on undead or darkdwelling creatures vulnerable to light. The faerie fire does not cause any harm to the objects or creatures thus outlined.
 
          
 
          
----
+
----
 
=== Repair Critical Damage ===
 
=== Repair Critical Damage ===
 
===== '''School''': =====
 
===== '''School''': =====
Line 1,108: Line 1,108:
 
When laying your hand upon a construct that has at least 1 hit point remaining, you transmute its structure to repair the damage it has taken. The spell repairs 4d8 points of damage +1 point per caster level (maximum +20).
 
When laying your hand upon a construct that has at least 1 hit point remaining, you transmute its structure to repair the damage it has taken. The spell repairs 4d8 points of damage +1 point per caster level (maximum +20).
 
          
 
          
----
+
----
 
=== Repair Light Damage ===
 
=== Repair Light Damage ===
 
===== '''School''': =====
 
===== '''School''': =====
Line 1,127: Line 1,127:
 
When laying your hand upon a construct that has at least 1 hit point remaining, you transmute its structure to repair the damage it has taken. The spell repairs 1d8 points of damage +1 point per caster level (maximum +5).
 
When laying your hand upon a construct that has at least 1 hit point remaining, you transmute its structure to repair the damage it has taken. The spell repairs 1d8 points of damage +1 point per caster level (maximum +5).
 
          
 
          
----
+
----
 
=== Repair Minor Damage ===
 
=== Repair Minor Damage ===
 
===== '''School''': =====
 
===== '''School''': =====
Line 1,146: Line 1,146:
 
When laying your hand upon a construct that has at least 1 hit point remaining, you transmute its structure to repair the damage it has taken. The spell repairs 1 point of damage.
 
When laying your hand upon a construct that has at least 1 hit point remaining, you transmute its structure to repair the damage it has taken. The spell repairs 1 point of damage.
 
          
 
          
----
+
----
 
=== Repair Moderate Damage ===
 
=== Repair Moderate Damage ===
 
===== '''School''': =====
 
===== '''School''': =====
Line 1,165: Line 1,165:
 
When laying your hand upon a construct that has at least 1 hit point remaining, you transmute its structure to repair the damage it has taken. The spell repairs 2d8 points of damage +1 point per caster level (maximum +10).
 
When laying your hand upon a construct that has at least 1 hit point remaining, you transmute its structure to repair the damage it has taken. The spell repairs 2d8 points of damage +1 point per caster level (maximum +10).
 
          
 
          
----
+
----
 
=== Repair Serious Damage ===
 
=== Repair Serious Damage ===
 
===== '''School''': =====
 
===== '''School''': =====
Line 1,184: Line 1,184:
 
When laying your hand upon a construct that has at least 1 hit point remaining, you transmute its structure to repair the damage it has taken. The spell repairs 3d8 points of damage +1 point per caster level (maximum +15).
 
When laying your hand upon a construct that has at least 1 hit point remaining, you transmute its structure to repair the damage it has taken. The spell repairs 3d8 points of damage +1 point per caster level (maximum +15).
 
          
 
          
----
+
----
 
=== Enhance Familiar ===
 
=== Enhance Familiar ===
 
===== '''School''': =====
 
===== '''School''': =====
Line 1,202: Line 1,202:
 
: You infuse your familiar with vigor.  While the spell lasts, your familiar receives a +2 competence modifier on attack rolls, saves, and damage.  The familiar also receives a +2 dodge modifier to Armor Class.
 
: You infuse your familiar with vigor.  While the spell lasts, your familiar receives a +2 competence modifier on attack rolls, saves, and damage.  The familiar also receives a +2 dodge modifier to Armor Class.
 
          
 
          
----
+
----
 
=== Mass Resist Elements ===
 
=== Mass Resist Elements ===
 
===== '''School''': =====
 
===== '''School''': =====
Line 1,225: Line 1,225:
 
Note: Mass resist energy overlaps (and does not stack with) protection from energy, resist energy, and endure energy.  
 
Note: Mass resist energy overlaps (and does not stack with) protection from energy, resist energy, and endure energy.  
 
          
 
          
----
+
----
 
=== Negative Energy Wave ===
 
=== Negative Energy Wave ===
 
===== '''School''': =====
 
===== '''School''': =====
Line 1,246: Line 1,246:
 
Bolstered: Undead creatures gain turn resistance of 1d4 + your Charisma modifier (minimum +1). The effect lasts 10 rounds.
 
Bolstered: Undead creatures gain turn resistance of 1d4 + your Charisma modifier (minimum +1). The effect lasts 10 rounds.
 
          
 
          
----
+
----
 
=== Fortify Familiar ===
 
=== Fortify Familiar ===
 
===== '''School''': =====
 
===== '''School''': =====
Line 1,265: Line 1,265:
 
This spell makes your familiar tougher, granting it 2d8 temporary hit points and a +2 enhancement bonus to its natural armor. It also gains a 50% concealment bonus to help it avoid attacks. Temporary hit points gained in this fashion last for up to 1 hour.
 
This spell makes your familiar tougher, granting it 2d8 temporary hit points and a +2 enhancement bonus to its natural armor. It also gains a 50% concealment bonus to help it avoid attacks. Temporary hit points gained in this fashion last for up to 1 hour.
 
          
 
          
----
+
----
 
=== Blasphemy ===
 
=== Blasphemy ===
 
===== '''School''': =====
 
===== '''School''': =====
Line 1,294: Line 1,294:
 
Killed: Living creatures die. Undead creatures are destroyed.
 
Killed: Living creatures die. Undead creatures are destroyed.
 
          
 
          
----
+
----
 
=== Ice Knife ===
 
=== Ice Knife ===
 
===== '''School''': =====
 
===== '''School''': =====
Line 1,314: Line 1,314:
 
A knife that misses creates a shower of ice crystals in a 10-foot-radius burst. The icy burst deals 1d8 points of cold damage to all creatures within the area (Reflex half).
 
A knife that misses creates a shower of ice crystals in a 10-foot-radius burst. The icy burst deals 1d8 points of cold damage to all creatures within the area (Reflex half).
 
          
 
          
----
+
----
 
=== Azuth's Spell Shield ===
 
=== Azuth's Spell Shield ===
 
===== '''School''': =====
 
===== '''School''': =====
Line 1,333: Line 1,333:
 
The affected creatures gain spell resistance equal to 12 + your caster level.
 
The affected creatures gain spell resistance equal to 12 + your caster level.
 
          
 
          
----
+
----
 
=== Power World, Blind ===
 
=== Power World, Blind ===
 
===== '''School''': =====
 
===== '''School''': =====
Line 1,351: Line 1,351:
 
: This spell creates a wave of magical energy that blinds one or more creatures.  It affects the creatures with the lowest hit point totals first, selecting subjects one at a time until the next target would put the total over the limit of 200. The duration of the spell depends on the total hit points of the affected creatures.
 
: This spell creates a wave of magical energy that blinds one or more creatures.  It affects the creatures with the lowest hit point totals first, selecting subjects one at a time until the next target would put the total over the limit of 200. The duration of the spell depends on the total hit points of the affected creatures.
 
          
 
          
----
+
----
 
=== Animal Growth ===
 
=== Animal Growth ===
 
===== '''School''': =====
 
===== '''School''': =====
Line 1,371: Line 1,371:
 
Multiple magical effects that increase size do not stack, which means (among other things) that you can't use a second casting of this spell to further increase the size of an animal that's still under the effect of the first casting.
 
Multiple magical effects that increase size do not stack, which means (among other things) that you can't use a second casting of this spell to further increase the size of an animal that's still under the effect of the first casting.
 
          
 
          
----
+
----
 
=== Antilife Shell ===
 
=== Antilife Shell ===
 
===== '''School''': =====
 
===== '''School''': =====
Line 1,390: Line 1,390:
 
: You bring into being a mobile, hemispherical energy field that prevents the entrance of most types of living creatures. The effect hedges out animals, aberrations, dragons, fey, giants, humanoids, magical beasts, monstrous humanoids, oozes, plants, and vermin, but not constructs, elementals, outsiders, or undead.  
 
: You bring into being a mobile, hemispherical energy field that prevents the entrance of most types of living creatures. The effect hedges out animals, aberrations, dragons, fey, giants, humanoids, magical beasts, monstrous humanoids, oozes, plants, and vermin, but not constructs, elementals, outsiders, or undead.  
 
          
 
          
----
+
----
 
=== Comprehend Languages ===
 
=== Comprehend Languages ===
 
===== '''School''': =====
 
===== '''School''': =====
Line 1,411: Line 1,411:
 
Magical writing cannot be read, though the spell reveals that it is magical, but comprehend languages is often useful when deciphering treasure maps. This spell can be foiled by certain warding magic (such as the secret page and illusory script spells). It does not decipher codes or reveal messages concealed in otherwise normal text.  
 
Magical writing cannot be read, though the spell reveals that it is magical, but comprehend languages is often useful when deciphering treasure maps. This spell can be foiled by certain warding magic (such as the secret page and illusory script spells). It does not decipher codes or reveal messages concealed in otherwise normal text.  
 
          
 
          
----
+
----
 
=== Mordenkainen Force Missile ===
 
=== Mordenkainen Force Missile ===
 
===== '''School''': =====
 
===== '''School''': =====
Line 1,430: Line 1,430:
 
You create powerful missiles of magical force, each of which darts from your fingertips and unerringly strikes its target, dealing 2d6 points of damage. The missile then explodes in a burst of force that deals half this amount of damage to any creatures adjacent to the primary target. The missile strikes unerringly, even if the target is in melee or has anything less than total cover or concealment. You gain one missile for every four caster levels.  
 
You create powerful missiles of magical force, each of which darts from your fingertips and unerringly strikes its target, dealing 2d6 points of damage. The missile then explodes in a burst of force that deals half this amount of damage to any creatures adjacent to the primary target. The missile strikes unerringly, even if the target is in melee or has anything less than total cover or concealment. You gain one missile for every four caster levels.  
 
          
 
          
----
+
----
 
=== Iron Body ===
 
=== Iron Body ===
 
===== '''School''': =====
 
===== '''School''': =====
Line 1,448: Line 1,448:
 
: This spell transforms your body into living iron, which grants you several powerful resistances and abilities.
 
: This spell transforms your body into living iron, which grants you several powerful resistances and abilities.
 
          
 
          
----
+
----
 
=== Horizikaul's Cough ===
 
=== Horizikaul's Cough ===
 
===== '''School''': =====
 
===== '''School''': =====
Line 1,468: Line 1,468:
 
You create a brief but loud noise adjacent to the target. The subject takes 1 point of sonic damage and must succeed on a Will saving throw or be deafened for 1 round. This spell has no effect if cast into the area of a silence spell.
 
You create a brief but loud noise adjacent to the target. The subject takes 1 point of sonic damage and must succeed on a Will saving throw or be deafened for 1 round. This spell has no effect if cast into the area of a silence spell.
 
          
 
          
----
+
----
 
=== Shocking Grasp ===
 
=== Shocking Grasp ===
 
===== '''School''': =====
 
===== '''School''': =====
Line 1,486: Line 1,486:
 
: This spell imbues your hand with a powerful electric charge that you can use to damage an opponent.  Your successful melee touch attack deals 1d8 points of electrical damage +1 point per caster level (maximum +20)
 
: This spell imbues your hand with a powerful electric charge that you can use to damage an opponent.  Your successful melee touch attack deals 1d8 points of electrical damage +1 point per caster level (maximum +20)
 
          
 
          
----
+
----
 
=== Spirit Worm ===
 
=== Spirit Worm ===
 
===== '''School''': =====
 
===== '''School''': =====
Line 1,505: Line 1,505:
 
You create a lingering decay in the spirit and body of the target. If the target fails its saving throw, it takes 1 point of Constitution damage each round while the spell lasts (maximum 5 points). The victim can attempt a Fortitude saving throw each round, and success negates the Constitution damage for that round and ends the spell.
 
You create a lingering decay in the spirit and body of the target. If the target fails its saving throw, it takes 1 point of Constitution damage each round while the spell lasts (maximum 5 points). The victim can attempt a Fortitude saving throw each round, and success negates the Constitution damage for that round and ends the spell.
 
          
 
          
----
+
----
 
=== Daylight (Arcane) ===
 
=== Daylight (Arcane) ===
 
===== '''School''': =====
 
===== '''School''': =====
Line 1,525: Line 1,525:
 
Daylight counters or dispels any darkness spell of equal or lower level, such as darkness.
 
Daylight counters or dispels any darkness spell of equal or lower level, such as darkness.
 
          
 
          
----
+
----
 
=== Chromatic Orb, Lesser ===
 
=== Chromatic Orb, Lesser ===
 
===== '''School''': =====
 
===== '''School''': =====
Line 1,544: Line 1,544:
 
: This spell causes a 4-in. diameter sphere to appear in your hand.  Within the limits described below, the sphere can appear in a variety of different colors;  each color indicates a different special power.  You can hurl the sphere at an opponent, providing there are no barriers in the way.  If the orb misses the target, it dissipates without effect.  If the target creatures makes a successful Will saving throw, the chromatic orb is also ineffective.  Otherwise, the color of the orb determines the amount of damage inflicted and its special power, as summarized below;  details about the special powers are listed below.  You can create a single orb listed for your level or lower;  for instance, a 3rd level wizard can create an orange, red or white orb.
 
: This spell causes a 4-in. diameter sphere to appear in your hand.  Within the limits described below, the sphere can appear in a variety of different colors;  each color indicates a different special power.  You can hurl the sphere at an opponent, providing there are no barriers in the way.  If the orb misses the target, it dissipates without effect.  If the target creatures makes a successful Will saving throw, the chromatic orb is also ineffective.  Otherwise, the color of the orb determines the amount of damage inflicted and its special power, as summarized below;  details about the special powers are listed below.  You can create a single orb listed for your level or lower;  for instance, a 3rd level wizard can create an orange, red or white orb.
 
          
 
          
----
+
----
 
=== Chromatic Orb, Greater ===
 
=== Chromatic Orb, Greater ===
 
===== '''School''': =====
 
===== '''School''': =====
Line 1,563: Line 1,563:
 
: This spell causes a 4-in. diameter sphere to appear in your hand.  Within the limits described below, the sphere can appear in a variety of different colors;  each color indicates a different special power.  You can hurl the sphere at an opponent, providing there are no barriers in the way.  If the orb misses the target, it dissipates without effect.  If the target creatures makes a successful Will saving throw, the chromatic orb is also ineffective.  Otherwise, the color of the orb determines the amount of damage inflicted and its special power, as summarized below;  details about the special powers are listed below.  You can create a single orb listed for your level or lower;  for instance, a 3rd level wizard can create an orange, red or white orb.
 
: This spell causes a 4-in. diameter sphere to appear in your hand.  Within the limits described below, the sphere can appear in a variety of different colors;  each color indicates a different special power.  You can hurl the sphere at an opponent, providing there are no barriers in the way.  If the orb misses the target, it dissipates without effect.  If the target creatures makes a successful Will saving throw, the chromatic orb is also ineffective.  Otherwise, the color of the orb determines the amount of damage inflicted and its special power, as summarized below;  details about the special powers are listed below.  You can create a single orb listed for your level or lower;  for instance, a 3rd level wizard can create an orange, red or white orb.
 
          
 
          
----
+
----
 
=== Invisibility to Animals ===
 
=== Invisibility to Animals ===
 
===== '''School''': =====
 
===== '''School''': =====
Line 1,582: Line 1,582:
 
Animals simply act as though the warded creatures are not there. Warded creatures could stand before the hungriest of lions and not be molested or even noticed. If a warded character touches an animal or attacks any creature, even with a spell, the spell ends.
 
Animals simply act as though the warded creatures are not there. Warded creatures could stand before the hungriest of lions and not be molested or even noticed. If a warded character touches an animal or attacks any creature, even with a spell, the spell ends.
 
          
 
          
----
+
----
 
=== Invisibility to Undead ===
 
=== Invisibility to Undead ===
 
===== '''School''': =====
 
===== '''School''': =====
Line 1,602: Line 1,602:
 
If a warded creature attempts to turn or command undead, touches an undead creature, or attacks any creature (even with a spell), the spell ends.
 
If a warded creature attempts to turn or command undead, touches an undead creature, or attacks any creature (even with a spell), the spell ends.
 
          
 
          
----
+
----
 
=== Herald's Call ===
 
=== Herald's Call ===
 
===== '''School''': =====
 
===== '''School''': =====
Line 1,621: Line 1,621:
 
Any creature with 5 Hit Dice or less is slowed for 1 round. Creatures beyond the radius of the burst might hear the shout, but they are not slowed. An affected creature under the effect of a haste spell has the haste spell suppressed (not dispelled) for 1 round.
 
Any creature with 5 Hit Dice or less is slowed for 1 round. Creatures beyond the radius of the burst might hear the shout, but they are not slowed. An affected creature under the effect of a haste spell has the haste spell suppressed (not dispelled) for 1 round.
 
          
 
          
----
+
----
 
=== Towering Oak ===
 
=== Towering Oak ===
 
===== '''School''': =====
 
===== '''School''': =====
Line 1,640: Line 1,640:
 
You draw on the oak's strength to improve your ability to intimidate your enemies. You gain a +10 competence bonus on Intimidate checks and a +2 enhancement bonus to Strength.
 
You draw on the oak's strength to improve your ability to intimidate your enemies. You gain a +10 competence bonus on Intimidate checks and a +2 enhancement bonus to Strength.
 
          
 
          
----
+
----
 
=== Curse of Ill Fortune ===
 
=== Curse of Ill Fortune ===
 
===== '''School''': =====
 
===== '''School''': =====
Line 1,659: Line 1,659:
 
You place a temporary curse upon the subject, giving it a –3 penalty on attack rolls, saving throws, ability checks, and skill checks. Curse of ill fortune is negated by any spell that removes a bestow curse spell.
 
You place a temporary curse upon the subject, giving it a –3 penalty on attack rolls, saving throws, ability checks, and skill checks. Curse of ill fortune is negated by any spell that removes a bestow curse spell.
 
          
 
          
----
+
----
 
=== Igedrazaar's Miasma ===
 
=== Igedrazaar's Miasma ===
 
===== '''School''': =====
 
===== '''School''': =====
Line 1,678: Line 1,678:
 
The spell produces a toxic fog that deals 1d4 points of damage per level (maximum 5d4). Creatures in the area that hold their breath are still subject to the effect. Creatures that are immune to poison are not affected by this spell.
 
The spell produces a toxic fog that deals 1d4 points of damage per level (maximum 5d4). Creatures in the area that hold their breath are still subject to the effect. Creatures that are immune to poison are not affected by this spell.
 
          
 
          
----
+
----
 
=== Life Bolt ===
 
=== Life Bolt ===
 
===== '''School''': =====
 
===== '''School''': =====
Line 1,698: Line 1,698:
 
For every two caster levels beyond 1st, you deal an additional 1d12 points of damage, up to a maximum of 5d12 at 9th level.
 
For every two caster levels beyond 1st, you deal an additional 1d12 points of damage, up to a maximum of 5d12 at 9th level.
 
          
 
          
----
+
----
 
=== Spell Shield ===
 
=== Spell Shield ===
 
===== '''School''': =====
 
===== '''School''': =====
Line 1,716: Line 1,716:
 
: The subject gains a +3 resistance bonus on saving throws against spells and spell-like abilities (but not against supernatural and extraordinary abilities).
 
: The subject gains a +3 resistance bonus on saving throws against spells and spell-like abilities (but not against supernatural and extraordinary abilities).
 
          
 
          
----
+
----
 
=== Blindsight ===
 
=== Blindsight ===
 
===== '''School''': =====
 
===== '''School''': =====
Line 1,737: Line 1,737:
 
This spell grants the subject the blindsight ability effective out to 30 feet.
 
This spell grants the subject the blindsight ability effective out to 30 feet.
 
          
 
          
----
+
----
 
=== Forceward ===
 
=== Forceward ===
 
===== '''School''': =====
 
===== '''School''': =====
Line 1,756: Line 1,756:
 
You create an unmoving, transparent sphere of force centered on you. The sphere negates force effects and provides an impassable barrier against incorporeal creatures. Spells with the force descriptor do not affect anything within the sphere, and any force spell that overlaps the area, such as wall of force, is automatically countered. Incorporeal creatures must make a Will save to enter the area of the sphere.
 
You create an unmoving, transparent sphere of force centered on you. The sphere negates force effects and provides an impassable barrier against incorporeal creatures. Spells with the force descriptor do not affect anything within the sphere, and any force spell that overlaps the area, such as wall of force, is automatically countered. Incorporeal creatures must make a Will save to enter the area of the sphere.
 
          
 
          
----
+
----
 
=== Haunting Tune ===
 
=== Haunting Tune ===
 
===== '''School''': =====
 
===== '''School''': =====
Line 1,775: Line 1,775:
 
Targets that fail their saves become shaken.
 
Targets that fail their saves become shaken.
 
          
 
          
----
+
----
 
=== Healing Touch ===
 
=== Healing Touch ===
 
===== '''School''': =====
 
===== '''School''': =====
Line 1,794: Line 1,794:
 
You transfer some of your life essence to the subject of the spell, healing it. You can heal up to 1d6 points of damage per two caster levels (maximum 10d6). You take damage equal to half the amount your subject was healed. This spell cannot heal a subject of more damage than your current hit points +10, which is enough to kill you.
 
You transfer some of your life essence to the subject of the spell, healing it. You can heal up to 1d6 points of damage per two caster levels (maximum 10d6). You take damage equal to half the amount your subject was healed. This spell cannot heal a subject of more damage than your current hit points +10, which is enough to kill you.
 
          
 
          
----
+
----
 
=== Spider Poison ===
 
=== Spider Poison ===
 
===== '''School''': =====
 
===== '''School''': =====
Line 1,813: Line 1,813:
 
You poison a subject by making a successful melee touch attack. The poison deals 1d6 points of Strength damage immediately and another 1d6 points of Strength damage 1 minute later. Each instance of damage can be negated by a Fortitude save (Initial DC 18).
 
You poison a subject by making a successful melee touch attack. The poison deals 1d6 points of Strength damage immediately and another 1d6 points of Strength damage 1 minute later. Each instance of damage can be negated by a Fortitude save (Initial DC 18).
 
          
 
          
----
+
----
 
=== Deity's Favor ===
 
=== Deity's Favor ===
 
===== '''School''': =====
 
===== '''School''': =====
Line 1,832: Line 1,832:
 
   Divine Fortitude:  The target becomes immune to charm effects and compulsions, and is immune to effects that would cause the target to be dazed or stunned.
 
   Divine Fortitude:  The target becomes immune to charm effects and compulsions, and is immune to effects that would cause the target to be dazed or stunned.
 
          
 
          
----
+
----
 
=== Iron Bones ===
 
=== Iron Bones ===
 
===== '''School''': =====
 
===== '''School''': =====
Line 1,852: Line 1,852:
 
You cause the skeleton of the target corporeal undead to become thicker and as strong as iron. This gives the subject a +6 enhancement bonus to its existing natural armor.
 
You cause the skeleton of the target corporeal undead to become thicker and as strong as iron. This gives the subject a +6 enhancement bonus to its existing natural armor.
 
          
 
          
----
+
----
 
=== Cast in Stone ===
 
=== Cast in Stone ===
 
===== '''School''': =====
 
===== '''School''': =====
Line 1,872: Line 1,872:
 
Each creature within range of the gaze must attempt a saving throw against the gaze effect each round at the beginning of its turn.  
 
Each creature within range of the gaze must attempt a saving throw against the gaze effect each round at the beginning of its turn.  
 
          
 
          
----
+
----
 
=== Spell Turning ===
 
=== Spell Turning ===
 
===== '''School''': =====
 
===== '''School''': =====
Line 1,892: Line 1,892:
 
If you and a spellcasting attacker are both warded by Spell Turning effects in operation, a resonating field is created.  The following results may occur:
 
If you and a spellcasting attacker are both warded by Spell Turning effects in operation, a resonating field is created.  The following results may occur:
 
          
 
          
----
+
----
 
=== Nybor's Mild Admonishment ===
 
=== Nybor's Mild Admonishment ===
 
===== '''School''': =====
 
===== '''School''': =====
Line 1,911: Line 1,911:
 
When the spell is cast, the subject is cowering for 1d4 rounds and shaken for the duration of the spell. Furthermore, a spellcaster targeted by greater rebuke must make a successful Concentration check (DC equal to the save DC for this spell + the level of the spell being cast) to cast spells while under its effect.
 
When the spell is cast, the subject is cowering for 1d4 rounds and shaken for the duration of the spell. Furthermore, a spellcaster targeted by greater rebuke must make a successful Concentration check (DC equal to the save DC for this spell + the level of the spell being cast) to cast spells while under its effect.
 
          
 
          
----
+
----
 
=== Nybor's Wrathful Castigation ===
 
=== Nybor's Wrathful Castigation ===
 
===== '''School''': =====
 
===== '''School''': =====
Line 1,930: Line 1,930:
 
This spell causes wracking pain and violent convulsions, ending in death. The target creature must make a Will save or writhe in pain, helpless, before it dies 1 round later at the start of your turn. A creature that makes the Will save must also succeed on a second Will save or be dazed and take a –4 penalty on saving throws for the duration of the spell.
 
This spell causes wracking pain and violent convulsions, ending in death. The target creature must make a Will save or writhe in pain, helpless, before it dies 1 round later at the start of your turn. A creature that makes the Will save must also succeed on a second Will save or be dazed and take a –4 penalty on saving throws for the duration of the spell.
 
          
 
          
----
+
----
 
=== Enlarge ===
 
=== Enlarge ===
 
===== '''School''': =====
 
===== '''School''': =====
Line 1,948: Line 1,948:
 
: undefined
 
: undefined
 
          
 
          
----
+
----
 
=== Reduce ===
 
=== Reduce ===
 
===== '''School''': =====
 
===== '''School''': =====
Line 1,968: Line 1,968:
 
Reduce person counters and dispels enlarge person.
 
Reduce person counters and dispels enlarge person.
 
          
 
          
----
+
----
 
=== Magic Stone ===
 
=== Magic Stone ===
 
===== '''School''': =====
 
===== '''School''': =====
Line 1,986: Line 1,986:
 
: You transmute as many as three pebbles, which can be no larger than sling bullets, so that they strike with great force when thrown or slung. If hurled, they have a range increment of 20 feet. If slung, treat them as sling bullets (range increment 50 feet). The spell gives them a +1 enhancement bonus on attack and damage rolls. The user of the stones makes a normal ranged attack. Each stone that hits deals 1d6+1 points of damage (including the spell's enhancement bonus), or 2d6+2 points against undead.
 
: You transmute as many as three pebbles, which can be no larger than sling bullets, so that they strike with great force when thrown or slung. If hurled, they have a range increment of 20 feet. If slung, treat them as sling bullets (range increment 50 feet). The spell gives them a +1 enhancement bonus on attack and damage rolls. The user of the stones makes a normal ranged attack. Each stone that hits deals 1d6+1 points of damage (including the spell's enhancement bonus), or 2d6+2 points against undead.
 
          
 
          
----
+
----
 
=== Random Action ===
 
=== Random Action ===
 
===== '''School''': =====
 
===== '''School''': =====
Line 2,012: Line 2,012:
 
71-100 Attack nearest creature
 
71-100 Attack nearest creature
 
          
 
          
----
+
----
 
=== Blacklight ===
 
=== Blacklight ===
 
===== '''School''': =====
 
===== '''School''': =====
Line 2,033: Line 2,033:
 
Blacklight counters or dispels any light spell of equal or lower level, such as daylight.
 
Blacklight counters or dispels any light spell of equal or lower level, such as daylight.
 
          
 
          
----
+
----
 
=== Wall of Ice ===
 
=== Wall of Ice ===
 
===== '''School''': =====
 
===== '''School''': =====
Line 2,052: Line 2,052:
 
Even when the ice has been broken through, a sheet of frigid air remains. Any creature stepping through it (including the one who broke through the wall) takes 1d6 points of cold damage +1 point per caster level (no save).
 
Even when the ice has been broken through, a sheet of frigid air remains. Any creature stepping through it (including the one who broke through the wall) takes 1d6 points of cold damage +1 point per caster level (no save).
 
          
 
          
----
+
----
 
=== Sunscorch ===
 
=== Sunscorch ===
 
===== '''School''': =====
 
===== '''School''': =====
Line 2,070: Line 2,070:
 
: This spell creates a brilliant ray of scorching heat that comes down from the sky to strike one target of the caster's choice.  The victim is entitled to a reflex save to avoid the ray - a successful save indicates that it missed altogether.  Any creature struck by the ray sustains 1d6 points of damage, plus 1 point per caster level.  Undead and creatures and monster susceptible to bright light sustain 1d6 points of damage, plus 2 points per caster level.  In addition to sustaining damage, living victims are also blinded for 1d4 rounds by the spell.
 
: This spell creates a brilliant ray of scorching heat that comes down from the sky to strike one target of the caster's choice.  The victim is entitled to a reflex save to avoid the ray - a successful save indicates that it missed altogether.  Any creature struck by the ray sustains 1d6 points of damage, plus 1 point per caster level.  Undead and creatures and monster susceptible to bright light sustain 1d6 points of damage, plus 2 points per caster level.  In addition to sustaining damage, living victims are also blinded for 1d4 rounds by the spell.
 
          
 
          
----
+
----
 
=== Ethereal Barrier ===
 
=== Ethereal Barrier ===
 
===== '''School''': =====
 
===== '''School''': =====
Line 2,088: Line 2,088:
 
: The Ethereal Barrier is a defense against the passage of extradimensional creatures, including characters or monsters, that are phased or ethereal. The cleric creates an imperceptible barrier 10 meters wide and 2 meters thick. Note that some monsters may be capable of abandoning their ethereal approach and simply entered the barred area on their own feet - the ethereal barrier only bars their passage as long as they are traveling in the Border Ethereal.
 
: The Ethereal Barrier is a defense against the passage of extradimensional creatures, including characters or monsters, that are phased or ethereal. The cleric creates an imperceptible barrier 10 meters wide and 2 meters thick. Note that some monsters may be capable of abandoning their ethereal approach and simply entered the barred area on their own feet - the ethereal barrier only bars their passage as long as they are traveling in the Border Ethereal.
 
          
 
          
----
+
----
 
=== Filter ===
 
=== Filter ===
 
===== '''School''': =====
 
===== '''School''': =====
Line 2,106: Line 2,106:
 
: This spell creates an invisible bubble of protection around the recipient's body that filters out all noxious and toxic elements in the air. The warded creature takes no damage and no penalties from inhaled natural or alchemical poisons. It is likewise protected against magical poisons created by spells of 4th level or lower (such as stinking cloud) cast by creatures of 8 or fewer Hit Dice. Against more powerful effects, the creature receives a +2 circumstance modifier on any saving throw allowed.
 
: This spell creates an invisible bubble of protection around the recipient's body that filters out all noxious and toxic elements in the air. The warded creature takes no damage and no penalties from inhaled natural or alchemical poisons. It is likewise protected against magical poisons created by spells of 4th level or lower (such as stinking cloud) cast by creatures of 8 or fewer Hit Dice. Against more powerful effects, the creature receives a +2 circumstance modifier on any saving throw allowed.
 
          
 
          
----
+
----
 
=== Deeper Darkness ===
 
=== Deeper Darkness ===
 
===== '''School''': =====
 
===== '''School''': =====
Line 2,125: Line 2,125:
 
Deeper darkness counters and dispels any light spell of equal or lower level, including daylight and light.
 
Deeper darkness counters and dispels any light spell of equal or lower level, including daylight and light.
 
          
 
          
----
+
----
 
=== Daylight (Cleric) ===
 
=== Daylight (Cleric) ===
 
===== '''School''': =====
 
===== '''School''': =====
Line 2,144: Line 2,144:
 
Daylight counters or dispels any darkness spell of equal or lower level, such as darkness.
 
Daylight counters or dispels any darkness spell of equal or lower level, such as darkness.
 
          
 
          
----
+
----
 
=== Water Breathing ===
 
=== Water Breathing ===
 
===== '''School''': =====
 
===== '''School''': =====
Line 2,164: Line 2,164:
 
: The transmuted creature can breathe water freely. The spell does not make creatures unable to breathe air.
 
: The transmuted creature can breathe water freely. The spell does not make creatures unable to breathe air.
 
          
 
          
----
+
----
 
=== Iron Mind ===
 
=== Iron Mind ===
 
===== '''School''': =====
 
===== '''School''': =====
Line 2,183: Line 2,183:
 
: The person or creature affected by this spell is immune to all charm and hold spells for a full hour.
 
: The person or creature affected by this spell is immune to all charm and hold spells for a full hour.
 
          
 
          
----
+
----
 
=== Pain Touch ===
 
=== Pain Touch ===
 
===== '''School''': =====
 
===== '''School''': =====
Line 2,201: Line 2,201:
 
: Pain Touch enables the caster to touch an opponent in such a way as to induce extreme pain.  The caster must make a successful melee touch attack for the spell to work. The pain causes no damage, but for the duration of the spell, the victim suffers a -2 penalty to attack rolls and AC.  Pain Touch is effective only on human, demihuman, and humanoid opponents.
 
: Pain Touch enables the caster to touch an opponent in such a way as to induce extreme pain.  The caster must make a successful melee touch attack for the spell to work. The pain causes no damage, but for the duration of the spell, the victim suffers a -2 penalty to attack rolls and AC.  Pain Touch is effective only on human, demihuman, and humanoid opponents.
 
          
 
          
----
+
----
 
=== Wall of Sound ===
 
=== Wall of Sound ===
 
===== '''School''': =====
 
===== '''School''': =====
Line 2,220: Line 2,220:
 
On the other side of the wall, a loud roar can be heard, but communication is possible by shouting, and verbal components and command words function normally. Anyone passing through the wall suffers 1d8 points of damage and is permanently deafened unless he makes a successful Fortitude save.
 
On the other side of the wall, a loud roar can be heard, but communication is possible by shouting, and verbal components and command words function normally. Anyone passing through the wall suffers 1d8 points of damage and is permanently deafened unless he makes a successful Fortitude save.
 
          
 
          
----
+
----
 
=== Minor Malison ===
 
=== Minor Malison ===
 
===== '''School''': =====
 
===== '''School''': =====
Line 2,238: Line 2,238:
 
: This spell allows the caster to adversely affect all the saving throws of his enemies. Opponents under the influence of this spell receive a -1 penalty to all saving throws.
 
: This spell allows the caster to adversely affect all the saving throws of his enemies. Opponents under the influence of this spell receive a -1 penalty to all saving throws.
 
          
 
          
----
+
----
 
=== Dimensional Anchor ===
 
=== Dimensional Anchor ===
 
===== '''School''': =====
 
===== '''School''': =====
Line 2,260: Line 2,260:
 
A dimensional anchor does not interfere with the movement of creatures already in ethereal or astral form when the spell is cast, nor does it block extradimensional perception or attack forms, such as a basilisk's gaze. Also, dimensional anchor does not prevent summoned creatures from disappearing at the end of a summoning spell.
 
A dimensional anchor does not interfere with the movement of creatures already in ethereal or astral form when the spell is cast, nor does it block extradimensional perception or attack forms, such as a basilisk's gaze. Also, dimensional anchor does not prevent summoned creatures from disappearing at the end of a summoning spell.
 
          
 
          
----
+
----
 
=== Exterminate ===
 
=== Exterminate ===
 
===== '''School''': =====
 
===== '''School''': =====
Line 2,278: Line 2,278:
 
: This spell instantaneously snuffs out the life forces of small vermin within the area of effect.  Only creatures with 1-3 hp per caster level (9 hp maximum) and intelligence less than 4 can be exterminated. A maximum of 10 creatures are affected. More powerful wizards can thus affect bigger pests.  This spell is a favorite among necromancers who live among pestilence.
 
: This spell instantaneously snuffs out the life forces of small vermin within the area of effect.  Only creatures with 1-3 hp per caster level (9 hp maximum) and intelligence less than 4 can be exterminated. A maximum of 10 creatures are affected. More powerful wizards can thus affect bigger pests.  This spell is a favorite among necromancers who live among pestilence.
 
          
 
          
----
+
----
 
=== Revitalize Animal ===
 
=== Revitalize Animal ===
 
===== '''School''': =====
 
===== '''School''': =====
Line 2,297: Line 2,297:
 
During the 1-4 hours before the caster recovers his transferred hit points, he feels weak and dizzy, making all attack rolls at a -1 penalty during that time. The animal cannot recover hit points beyond the normal allotment, and the caster will have at least 1 hit point remaining after using this spell.  Revitalize animal works on animals only.
 
During the 1-4 hours before the caster recovers his transferred hit points, he feels weak and dizzy, making all attack rolls at a -1 penalty during that time. The animal cannot recover hit points beyond the normal allotment, and the caster will have at least 1 hit point remaining after using this spell.  Revitalize animal works on animals only.
 
          
 
          
----
+
----
 
=== Blessed Warmth ===
 
=== Blessed Warmth ===
 
===== '''School''': =====
 
===== '''School''': =====
Line 2,316: Line 2,316:
 
For each level the cleric is above 6th, an additional beam of light will be created to protect any ally standing within 3 feet of the cleric.  Clerics with the Sun domain receive an additional 10% immunity and +1 to saves vs cold.
 
For each level the cleric is above 6th, an additional beam of light will be created to protect any ally standing within 3 feet of the cleric.  Clerics with the Sun domain receive an additional 10% immunity and +1 to saves vs cold.
 
          
 
          
----
+
----
 
=== Fire Aura ===
 
=== Fire Aura ===
 
===== '''School''': =====
 
===== '''School''': =====
Line 2,335: Line 2,335:
 
A victim's flames persist for a maximum of 10 rounds. Each round the victim is engulfed in these flames, he suffers an additional 1-6 hit points of fire damage; the victim's attack rolls are made with a -2 penalty during this time.
 
A victim's flames persist for a maximum of 10 rounds. Each round the victim is engulfed in these flames, he suffers an additional 1-6 hit points of fire damage; the victim's attack rolls are made with a -2 penalty during this time.
 
          
 
          
----
+
----
 
=== Greater Malison ===
 
=== Greater Malison ===
 
===== '''School''': =====
 
===== '''School''': =====
Line 2,353: Line 2,353:
 
: This spell allows the caster to adversely affect all the saving throws of his enemies. Opponents under the influence of this spell receive a -2 penalty to all saving throws.
 
: This spell allows the caster to adversely affect all the saving throws of his enemies. Opponents under the influence of this spell receive a -2 penalty to all saving throws.
 
          
 
          
----
+
----
 
=== Minor Spell Turning ===
 
=== Minor Spell Turning ===
 
===== '''School''': =====
 
===== '''School''': =====
Line 2,377: Line 2,377:
 
98-00 Both casters die.
 
98-00 Both casters die.
 
          
 
          
----
+
----
 
=== Nature's Balance ===
 
=== Nature's Balance ===
 
===== '''School''': =====
 
===== '''School''': =====
Line 2,396: Line 2,396:
 
You take a –4 penalty to your choice of Strength, Dexterity, or Constitution, and your subject gains an equivalent bonus to the same ability score.  
 
You take a –4 penalty to your choice of Strength, Dexterity, or Constitution, and your subject gains an equivalent bonus to the same ability score.  
 
          
 
          
----
+
----
 
=== Shout ===
 
=== Shout ===
 
===== '''School''': =====
 
===== '''School''': =====
Line 2,415: Line 2,415:
 
: You emit an ear-splitting yell that deafens and damages creatures in its path.  Any creature withn the area is deafened 2d6 rounds and takes 2d6 points of damage.  A successful save negates the deafness and halves the damage.
 
: You emit an ear-splitting yell that deafens and damages creatures in its path.  Any creature withn the area is deafened 2d6 rounds and takes 2d6 points of damage.  A successful save negates the deafness and halves the damage.
 
          
 
          
----
+
----
 
=== Arcane Bolt ===
 
=== Arcane Bolt ===
 
===== '''School''': =====
 
===== '''School''': =====
Line 2,433: Line 2,433:
 
: A bolt of magical energy shoots forth from your fingertips at its target, dealing 1d6+1 points of damage. For every two levels of experience past 1st, you gain an additional bolt, which you fire at the same time. You have two at 3rd level, three at 5th level, four at 7th level, and the maximum of five bolts at 9th level or higher.
 
: A bolt of magical energy shoots forth from your fingertips at its target, dealing 1d6+1 points of damage. For every two levels of experience past 1st, you gain an additional bolt, which you fire at the same time. You have two at 3rd level, three at 5th level, four at 7th level, and the maximum of five bolts at 9th level or higher.
 
          
 
          
----
+
----
 
=== Heal Animal Companion ===
 
=== Heal Animal Companion ===
 
===== '''School''': =====
 
===== '''School''': =====
Line 2,458: Line 2,458:
 
cures mental disorders caused by spells or injury to the brain.
 
cures mental disorders caused by spells or injury to the brain.
 
          
 
          
----
+
----
 
=== Divine Interdiction ===
 
=== Divine Interdiction ===
 
===== '''School''': =====
 
===== '''School''': =====
Line 2,478: Line 2,478:
 
Divine interdiction interferes with a cleric's connection to her divine source of power, resulting in a temporary loss of the ability to turn or rebuke creatures and loss of granted domain powers. Paladins, blackguards, and other classes capable of rebuking and turning also suffer a temporary loss of this ability. This affects the subject's ability to channel energy through the use of a turn or rebuke attempt, and so also interferes with the use of many divine feats.
 
Divine interdiction interferes with a cleric's connection to her divine source of power, resulting in a temporary loss of the ability to turn or rebuke creatures and loss of granted domain powers. Paladins, blackguards, and other classes capable of rebuking and turning also suffer a temporary loss of this ability. This affects the subject's ability to channel energy through the use of a turn or rebuke attempt, and so also interferes with the use of many divine feats.
 
          
 
          
----
+
----
 
=== Thunder Staff ===
 
=== Thunder Staff ===
 
===== '''School''': =====
 
===== '''School''': =====
Line 2,498: Line 2,498:
 
suffer 1 hp per 2ft in damage, and are deafened and stunned.
 
suffer 1 hp per 2ft in damage, and are deafened and stunned.
 
          
 
          
----
+
----
 
=== Larloch's Minor Drain ===
 
=== Larloch's Minor Drain ===
 
===== '''School''': =====
 
===== '''School''': =====
Line 2,516: Line 2,516:
 
: With this spell you drain the life force from a target and add it to your own. The target creature suffers 1d4 points of damage, while you gain an equal amount of hit points. If you go over your maximum hit point total with this spell, those points above your maximum are treated as temporary hit points.  You may gain up to 20hp above your maximum as temporary hit points.  The temporary hit points last 10 rounds.
 
: With this spell you drain the life force from a target and add it to your own. The target creature suffers 1d4 points of damage, while you gain an equal amount of hit points. If you go over your maximum hit point total with this spell, those points above your maximum are treated as temporary hit points.  You may gain up to 20hp above your maximum as temporary hit points.  The temporary hit points last 10 rounds.
 
          
 
          
----
+
----
 
=== Greater Wall of Dispel Magic ===
 
=== Greater Wall of Dispel Magic ===
 
===== '''School''': =====
 
===== '''School''': =====
Line 2,535: Line 2,535:
 
: This spell creates a transparent barrier, anyone through it becomes the target of a Greater Dispel Magic spell.
 
: This spell creates a transparent barrier, anyone through it becomes the target of a Greater Dispel Magic spell.
 
          
 
          
----
+
----
 
=== Acid Orb ===
 
=== Acid Orb ===
 
===== '''School''': =====
 
===== '''School''': =====
Line 2,553: Line 2,553:
 
: undefined
 
: undefined
 
          
 
          
----
+
----
 
=== Cold Orb ===
 
=== Cold Orb ===
 
===== '''School''': =====
 
===== '''School''': =====
Line 2,571: Line 2,571:
 
: undefined
 
: undefined
 
          
 
          
----
+
----
 
=== Electric Orb ===
 
=== Electric Orb ===
 
===== '''School''': =====
 
===== '''School''': =====
Line 2,589: Line 2,589:
 
: undefined
 
: undefined
 
          
 
          
----
+
----
 
=== Fire Orb ===
 
=== Fire Orb ===
 
===== '''School''': =====
 
===== '''School''': =====
Line 2,607: Line 2,607:
 
: undefined
 
: undefined
 
          
 
          
----
+
----
 
=== Sonic Orb ===
 
=== Sonic Orb ===
 
===== '''School''': =====
 
===== '''School''': =====
Line 2,625: Line 2,625:
 
: undefined
 
: undefined
 
          
 
          
----
+
----
 
=== Acid Storm ===
 
=== Acid Storm ===
 
===== '''School''': =====
 
===== '''School''': =====
Line 2,643: Line 2,643:
 
: undefined
 
: undefined
 
          
 
          
----
+
----
 
=== Mass Hold Person ===
 
=== Mass Hold Person ===
 
===== '''School''': =====
 
===== '''School''': =====
Line 2,661: Line 2,661:
 
: The target humanoids (up to 1 target / level) are paralyzed for the duration of the spell.
 
: The target humanoids (up to 1 target / level) are paralyzed for the duration of the spell.
 
          
 
          
----
+
----
 
=== Mass Hold Monster ===
 
=== Mass Hold Monster ===
 
===== '''School''': =====
 
===== '''School''': =====
Line 2,679: Line 2,679:
 
: The target monsters (up to 1 / level) are paralyzed for the duration of the spell.
 
: The target monsters (up to 1 / level) are paralyzed for the duration of the spell.
 
          
 
          
----
+
----
 
=== Burning Bolt ===
 
=== Burning Bolt ===
 
===== '''School''': =====
 
===== '''School''': =====
Line 2,698: Line 2,698:
  
 
          
 
          
----
+
----
 
=== Blast of Flame ===
 
=== Blast of Flame ===
 
===== '''School''': =====
 
===== '''School''': =====
Line 2,716: Line 2,716:
 
: A cone of fire shoots forth from the caster's hands, doing 1d6 points of fire damage per caster level to all those within the area of effect, to a maximum of 10d6.
 
: A cone of fire shoots forth from the caster's hands, doing 1d6 points of fire damage per caster level to all those within the area of effect, to a maximum of 10d6.
 
          
 
          
----
+
----
 
=== Disintegrate ===
 
=== Disintegrate ===
 
===== '''School''': =====
 
===== '''School''': =====
Line 2,735: Line 2,735:
  
 
          
 
          
----
+
----
 
=== Mantle of Egregious Might ===
 
=== Mantle of Egregious Might ===
 
===== '''School''': =====
 
===== '''School''': =====
Line 2,754: Line 2,754:
  
 
          
 
          
----
+
----
 
=== Energy Immunity ===
 
=== Energy Immunity ===
 
===== '''School''': =====
 
===== '''School''': =====
Line 2,775: Line 2,775:
  
 
          
 
          
----
+
----
 
=== Mass Bull's Strength ===
 
=== Mass Bull's Strength ===
 
===== '''School''': =====
 
===== '''School''': =====
Line 2,796: Line 2,796:
 
: The target creature's Strength is increased by 1d4+1.
 
: The target creature's Strength is increased by 1d4+1.
 
          
 
          
----
+
----
 
=== Mass Cat's Grace ===
 
=== Mass Cat's Grace ===
 
===== '''School''': =====
 
===== '''School''': =====
Line 2,815: Line 2,815:
 
: The target creature's Dexterity is increased by 1d4+1.
 
: The target creature's Dexterity is increased by 1d4+1.
 
          
 
          
----
+
----
 
=== Mass Eagle's Splendor ===
 
=== Mass Eagle's Splendor ===
 
===== '''School''': =====
 
===== '''School''': =====
Line 2,835: Line 2,835:
 
: The target creature's Charisma is increased by 1d4+1.
 
: The target creature's Charisma is increased by 1d4+1.
 
          
 
          
----
+
----
 
=== Mass Endurance ===
 
=== Mass Endurance ===
 
===== '''School''': =====
 
===== '''School''': =====
Line 2,854: Line 2,854:
 
: The target creature's Constitution is increased by 1d4+1.
 
: The target creature's Constitution is increased by 1d4+1.
 
          
 
          
----
+
----
 
=== Mass Fox's Cunning ===
 
=== Mass Fox's Cunning ===
 
===== '''School''': =====
 
===== '''School''': =====
Line 2,874: Line 2,874:
 
: The target creature's Intelligence is increased by 1d4+1.
 
: The target creature's Intelligence is increased by 1d4+1.
 
          
 
          
----
+
----
 
=== Mass Owl's Wisdom ===
 
=== Mass Owl's Wisdom ===
 
===== '''School''': =====
 
===== '''School''': =====
Line 2,894: Line 2,894:
 
: The target creature's Wisdom is increased by 1d4+1.
 
: The target creature's Wisdom is increased by 1d4+1.
 
          
 
          
----
+
----
 
=== Mass Ultravision ===
 
=== Mass Ultravision ===
 
===== '''School''': =====
 
===== '''School''': =====
Line 2,916: Line 2,916:
 
: The target creature's ability to see in complete darkness is improved beyond that of Darkvision. When this spell is applied even the effects of magical darkness are pierced.
 
: The target creature's ability to see in complete darkness is improved beyond that of Darkvision. When this spell is applied even the effects of magical darkness are pierced.
 
          
 
          
----
+
----
 
=== Lower Spell Resistance ===
 
=== Lower Spell Resistance ===
 
===== '''School''': =====
 
===== '''School''': =====
Line 2,936: Line 2,936:
  
 
          
 
          
----
+
----
 
=== Serpent's Sigh ===
 
=== Serpent's Sigh ===
 
===== '''School''': =====
 
===== '''School''': =====
Line 2,954: Line 2,954:
 
: The caster chooses a dragon's breath weapon to emulate, shooting either a bolt of acid, bolt of electricity, cone of acid, cone of cold or cone of fire, doing 1d6 points of fire damage per caster level to all those within the area of effect, to a maximum of 10d6.  The caster takes 1 hit point of damage per hit die of damage dealt.
 
: The caster chooses a dragon's breath weapon to emulate, shooting either a bolt of acid, bolt of electricity, cone of acid, cone of cold or cone of fire, doing 1d6 points of fire damage per caster level to all those within the area of effect, to a maximum of 10d6.  The caster takes 1 hit point of damage per hit die of damage dealt.
 
          
 
          
----
+
----
 
=== Heroism ===
 
=== Heroism ===
 
===== '''School''': =====
 
===== '''School''': =====
Line 2,973: Line 2,973:
 
: This spell imbues a single target with great bravery.  The target gains a +2 bonus on attack rolls, saves, and skill checks.
 
: This spell imbues a single target with great bravery.  The target gains a +2 bonus on attack rolls, saves, and skill checks.
 
          
 
          
----
+
----
 
=== Greater Heroism ===
 
=== Greater Heroism ===
 
===== '''School''': =====
 
===== '''School''': =====
Line 2,992: Line 2,992:
 
: This spell imbues a single target with great bravery.  The target gains a +4 bonus on attack rolls, saves, and skill checks, immunity to fear effects, and temporary hit points equal to your caster level (maximum 20)..
 
: This spell imbues a single target with great bravery.  The target gains a +4 bonus on attack rolls, saves, and skill checks, immunity to fear effects, and temporary hit points equal to your caster level (maximum 20)..
 
          
 
          
----
+
----
 
=== Mass Cure Light Wounds ===
 
=== Mass Cure Light Wounds ===
 
===== '''School''': =====
 
===== '''School''': =====
Line 3,012: Line 3,012:
 
: The target creatures are healed for 1d8 points of damage, +1 point per caster level (to a maximum of +25). Healing spells have a reverse effect on undead, harming instead of healing them.
 
: The target creatures are healed for 1d8 points of damage, +1 point per caster level (to a maximum of +25). Healing spells have a reverse effect on undead, harming instead of healing them.
 
          
 
          
----
+
----
 
=== Mass Cure Moderate Wounds ===
 
=== Mass Cure Moderate Wounds ===
 
===== '''School''': =====
 
===== '''School''': =====
Line 3,032: Line 3,032:
 
: The target creatures are healed for 2d8 points of damage, +1 point per caster level (to a maximum of +30). Healing spells have a reverse effect on undead, harming instead of healing them.
 
: The target creatures are healed for 2d8 points of damage, +1 point per caster level (to a maximum of +30). Healing spells have a reverse effect on undead, harming instead of healing them.
 
          
 
          
----
+
----
 
=== Mass Cure Serious Wounds ===
 
=== Mass Cure Serious Wounds ===
 
===== '''School''': =====
 
===== '''School''': =====
Line 3,051: Line 3,051:
 
: The target creatures are healed for 3d8 points of damage, +1 point per caster level (to a maximum of +35). Healing spells have a reverse effect on undead, harming instead of healing them.
 
: The target creatures are healed for 3d8 points of damage, +1 point per caster level (to a maximum of +35). Healing spells have a reverse effect on undead, harming instead of healing them.
 
          
 
          
----
+
----
 
=== Mass Cure Critical Wounds ===
 
=== Mass Cure Critical Wounds ===
 
===== '''School''': =====
 
===== '''School''': =====
Line 3,070: Line 3,070:
 
: The target creatures are healed of 4d8 points of damage, + 1 point per caster level to a maximum of +40. Healing spells have a reverse effect on undead, harming instead of healing them.
 
: The target creatures are healed of 4d8 points of damage, + 1 point per caster level to a maximum of +40. Healing spells have a reverse effect on undead, harming instead of healing them.
 
          
 
          
----
+
----
 
=== Righteous Might ===
 
=== Righteous Might ===
 
===== '''School''': =====
 
===== '''School''': =====
Line 3,088: Line 3,088:
 
: This spell imbues the caster with the might of his deity, giving him a +8 Strength bonus, +4 Constitution bonus, +4 bonus to natural armor, and damage reduction.  The damage reduction is 5/+1 for casters up to 11th level, 10/+1 for casters from 12th - 14th level, and 15/+1 for casters of 15th level or higherl.
 
: This spell imbues the caster with the might of his deity, giving him a +8 Strength bonus, +4 Constitution bonus, +4 bonus to natural armor, and damage reduction.  The damage reduction is 5/+1 for casters up to 11th level, 10/+1 for casters from 12th - 14th level, and 15/+1 for casters of 15th level or higherl.
 
          
 
          
----
+
----
 
=== Recitation ===
 
=== Recitation ===
 
===== '''School''': =====
 
===== '''School''': =====
Line 3,106: Line 3,106:
 
: You recite holy scriptures of your deity.  All allies (including you) in the area receive a +2 bonus to attack rolls, saving throws, and skill checks.  All enemies receive a -2 penalty to attack rolls, saving throws, and skill checks.  Creatures who are neither friendly or hostile are uneffected..
 
: You recite holy scriptures of your deity.  All allies (including you) in the area receive a +2 bonus to attack rolls, saving throws, and skill checks.  All enemies receive a -2 penalty to attack rolls, saving throws, and skill checks.  Creatures who are neither friendly or hostile are uneffected..
 
          
 
          
----
+
----
 
=== Forceblast ===
 
=== Forceblast ===
 
===== '''School''': =====
 
===== '''School''': =====
Line 3,124: Line 3,124:
 
: From your hand you project a blast of pure magical force that deals 1d4 points of damage per caster level (maximum 10d4).  Creatures of size large or smaller are knocked down if they fail their saving throw.
 
: From your hand you project a blast of pure magical force that deals 1d4 points of damage per caster level (maximum 10d4).  Creatures of size large or smaller are knocked down if they fail their saving throw.
 
          
 
          
----
+
----
 
=== Mordenkainen's Magnificent Mansion ===
 
=== Mordenkainen's Magnificent Mansion ===
 
===== '''School''': =====
 
===== '''School''': =====
Line 3,142: Line 3,142:
 
: You conjure up an extradimensional dwelling that has a single entrance where the spell was cast.  The entrance transports you and your entire party to the extradimensional dwelling, those not in your party may not enter.  The dwelling and clean and well lit, and provides a place of rest.  Whenever anyone leaves the dwelling you are all transported back to the spot where the door was cast.  The dwelling lasts until it is used, the door disappears when you exit the dwelling.
 
: You conjure up an extradimensional dwelling that has a single entrance where the spell was cast.  The entrance transports you and your entire party to the extradimensional dwelling, those not in your party may not enter.  The dwelling and clean and well lit, and provides a place of rest.  Whenever anyone leaves the dwelling you are all transported back to the spot where the door was cast.  The dwelling lasts until it is used, the door disappears when you exit the dwelling.
 
          
 
          
----
+
----
 
=== Lesser Acid Orb ===
 
=== Lesser Acid Orb ===
 
===== '''School''': =====
 
===== '''School''': =====
Line 3,160: Line 3,160:
 
: undefined
 
: undefined
 
          
 
          
----
+
----
 
=== Lesser Cold Orb ===
 
=== Lesser Cold Orb ===
 
===== '''School''': =====
 
===== '''School''': =====
Line 3,178: Line 3,178:
 
: undefined
 
: undefined
 
          
 
          
----
+
----
 
=== Lesser Electric Orb ===
 
=== Lesser Electric Orb ===
 
===== '''School''': =====
 
===== '''School''': =====
Line 3,196: Line 3,196:
 
: undefined
 
: undefined
 
          
 
          
----
+
----
 
=== Lesser Fire Orb ===
 
=== Lesser Fire Orb ===
 
===== '''School''': =====
 
===== '''School''': =====
Line 3,214: Line 3,214:
 
: undefined
 
: undefined
 
          
 
          
----
+
----
 
=== Lesser Sonic Orb ===
 
=== Lesser Sonic Orb ===
 
===== '''School''': =====
 
===== '''School''': =====
Line 3,232: Line 3,232:
 
: undefined
 
: undefined
 
          
 
          
----
+
----
 
=== Baleful Transposition ===
 
=== Baleful Transposition ===
 
===== '''School''': =====
 
===== '''School''': =====
Line 3,250: Line 3,250:
 
: undefined
 
: undefined
 
          
 
          
----
+
----
 
=== Benign Transposition ===
 
=== Benign Transposition ===
 
===== '''School''': =====
 
===== '''School''': =====
Line 3,268: Line 3,268:
 
: undefined
 
: undefined
 
          
 
          
----
+
----
 
=== Conviction ===
 
=== Conviction ===
 
===== '''School''': =====
 
===== '''School''': =====
Line 3,286: Line 3,286:
 
: undefined
 
: undefined
 
          
 
          
----
+
----
 
=== Legion's Conviction ===
 
=== Legion's Conviction ===
 
===== '''School''': =====
 
===== '''School''': =====
Line 3,304: Line 3,304:
 
: undefined
 
: undefined
 
          
 
          
----
+
----
 
=== Curse of Impending Blades ===
 
=== Curse of Impending Blades ===
 
===== '''School''': =====
 
===== '''School''': =====
Line 3,324: Line 3,324:
 
: undefined
 
: undefined
 
          
 
          
----
+
----
 
=== Legion's Curse of Impending Blades ===
 
=== Legion's Curse of Impending Blades ===
 
===== '''School''': =====
 
===== '''School''': =====
Line 3,344: Line 3,344:
 
: undefined
 
: undefined
 
          
 
          
----
+
----
 
=== Curse of Petty Failing ===
 
=== Curse of Petty Failing ===
 
===== '''School''': =====
 
===== '''School''': =====
Line 3,362: Line 3,362:
 
: undefined
 
: undefined
 
          
 
          
----
+
----
 
=== Legion's Curse of Petty Failing ===
 
=== Legion's Curse of Petty Failing ===
 
===== '''School''': =====
 
===== '''School''': =====
Line 3,380: Line 3,380:
 
: undefined
 
: undefined
 
          
 
          
----
+
----
 
=== Divine Protection ===
 
=== Divine Protection ===
 
===== '''School''': =====
 
===== '''School''': =====
Line 3,398: Line 3,398:
 
: undefined
 
: undefined
 
          
 
          
----
+
----
 
=== Living Undeath ===
 
=== Living Undeath ===
 
===== '''School''': =====
 
===== '''School''': =====
Line 3,416: Line 3,416:
 
: undefined
 
: undefined
 
          
 
          
----
+
----
 
=== Panacea ===
 
=== Panacea ===
 
===== '''School''': =====
 
===== '''School''': =====
Line 3,435: Line 3,435:
 
: undefined
 
: undefined
 
          
 
          
----
+
----
 
=== Legion's Shield of Faith ===
 
=== Legion's Shield of Faith ===
 
===== '''School''': =====
 
===== '''School''': =====
Line 3,453: Line 3,453:
 
: The targets gain a +2 deflection bonus to their armor class, with an additional +1 bonus for every six levels of the caster (maximum of +5).
 
: The targets gain a +2 deflection bonus to their armor class, with an additional +1 bonus for every six levels of the caster (maximum of +5).
 
          
 
          
----
+
----
 
=== Slashing Darkness ===
 
=== Slashing Darkness ===
 
===== '''School''': =====
 
===== '''School''': =====
Line 3,471: Line 3,471:
 
: undefined
 
: undefined
 
          
 
          
----
+
----
 
=== Aganazzar's Scorcher ===
 
=== Aganazzar's Scorcher ===
 
===== '''School''': =====
 
===== '''School''': =====
Line 3,490: Line 3,490:
 
Aganazzar's scorcher deals 1d8 points of damage per two caster levels, to a maximum of 5d8 points of damage, to each target it hits.
 
Aganazzar's scorcher deals 1d8 points of damage per two caster levels, to a maximum of 5d8 points of damage, to each target it hits.
 
          
 
          
----
+
----
 
=== Flashburst ===
 
=== Flashburst ===
 
===== '''School''': =====
 
===== '''School''': =====
Line 3,508: Line 3,508:
 
: Flashburst creates a blinding flash of light.  All creatures in the effect are dazzled for 1 round with no save (-1 to attacks), and blinded for 2d8 rounds (will save negates).
 
: Flashburst creates a blinding flash of light.  All creatures in the effect are dazzled for 1 round with no save (-1 to attacks), and blinded for 2d8 rounds (will save negates).
 
          
 
          
----
+
----
 
=== Flensing ===
 
=== Flensing ===
 
===== '''School''': =====
 
===== '''School''': =====
Line 3,527: Line 3,527:
  
 
          
 
          
----
+
----
 
=== Snilloc's Snowball Swarm ===
 
=== Snilloc's Snowball Swarm ===
 
===== '''School''': =====
 
===== '''School''': =====
Line 3,545: Line 3,545:
 
: A flurry of magic snowballs erupts in the target area.  The swarm of snowballs deals 2d6 points of cold damage, plus 1d6 per 2 caster levels beyond third, to a maximum of 5d6 at level 9.
 
: A flurry of magic snowballs erupts in the target area.  The swarm of snowballs deals 2d6 points of cold damage, plus 1d6 per 2 caster levels beyond third, to a maximum of 5d6 at level 9.
 
          
 
          
----
+
----
 
=== Beltyn's Burning Blood ===
 
=== Beltyn's Burning Blood ===
 
===== '''School''': =====
 
===== '''School''': =====
Line 3,563: Line 3,563:
 
: You infuse a living creature's blood with a hot, corrosive mixture, dealing 1d8 acid and 1d8 fire damage each round.  Each round the target may attempt a fortitude save to negate the damage for that round.  On any round which the creature fails it's save, it is slowed.
 
: You infuse a living creature's blood with a hot, corrosive mixture, dealing 1d8 acid and 1d8 fire damage each round.  Each round the target may attempt a fortitude save to negate the damage for that round.  On any round which the creature fails it's save, it is slowed.
 
          
 
          
----
+
----
 
=== Ilyykur's Mantle ===
 
=== Ilyykur's Mantle ===
 
===== '''School''': =====
 
===== '''School''': =====
Line 3,581: Line 3,581:
 
: You cloak yourself in an aura that gives you a +1 bonus per 3 caster levels (maximum +5) on saving throws against spells and spell like abilities, and you gain electricity resistance 10.
 
: You cloak yourself in an aura that gives you a +1 bonus per 3 caster levels (maximum +5) on saving throws against spells and spell like abilities, and you gain electricity resistance 10.
 
          
 
          
----
+
----
 
=== Improved Mage Armor ===
 
=== Improved Mage Armor ===
 
===== '''School''': =====
 
===== '''School''': =====
Line 3,599: Line 3,599:
 
: You create a field of force around the target, giving it an armor bonus to AC equal to 3 + 1 per two caster levels, maximum +8 at 10th level.
 
: You create a field of force around the target, giving it an armor bonus to AC equal to 3 + 1 per two caster levels, maximum +8 at 10th level.
 
          
 
          
----
+
----
 
=== Nybor's Gentle Reminder ===
 
=== Nybor's Gentle Reminder ===
 
===== '''School''': =====
 
===== '''School''': =====
Line 3,617: Line 3,617:
 
: The target of this spell suffers agonizing pain for the duration of the spell.  If the target fails his saving throw, he is dazed for 1 round and takes a -2 penalty to attacks, saving throws, and skill checks.
 
: The target of this spell suffers agonizing pain for the duration of the spell.  If the target fails his saving throw, he is dazed for 1 round and takes a -2 penalty to attacks, saving throws, and skill checks.
 
          
 
          
----
+
----
 
=== Nybor's Stern Reproof ===
 
=== Nybor's Stern Reproof ===
 
===== '''School''': =====
 
===== '''School''': =====
Line 3,635: Line 3,635:
 
: This spell causes even greater pain than Nybor's Gentle Reminder.  The target creature must make a fortitude save or die.  If she survives, the target is dazed for 1d4 rounds unless she succeeds at a will save.  The subject also receives a -2 penalty to attacks, saves, and skill checks with no saving throw.
 
: This spell causes even greater pain than Nybor's Gentle Reminder.  The target creature must make a fortitude save or die.  If she survives, the target is dazed for 1d4 rounds unless she succeeds at a will save.  The subject also receives a -2 penalty to attacks, saves, and skill checks with no saving throw.
 
          
 
          
----
+
----
 
=== Sinsabur's Baleful Bolt ===
 
=== Sinsabur's Baleful Bolt ===
 
===== '''School''': =====
 
===== '''School''': =====
Line 3,653: Line 3,653:
 
: You conjure a bolt of black energy, the bolt deals constitution and strength damage to each creature in the area, each equal to 1d3 +1 per 4 caster levels (maximum 1d3+3).
 
: You conjure a bolt of black energy, the bolt deals constitution and strength damage to each creature in the area, each equal to 1d3 +1 per 4 caster levels (maximum 1d3+3).
 
          
 
          
----
+
----
 
=== Snilloc's Snowball ===
 
=== Snilloc's Snowball ===
 
===== '''School''': =====
 
===== '''School''': =====
Line 3,671: Line 3,671:
 
: An icy sphere of bitter cold appears in your hand, you make a ranged touch attack that deal 1d6+1 ponts of cold damage per caster level, to a maximum of 5d6+5 at 5th level.
 
: An icy sphere of bitter cold appears in your hand, you make a ranged touch attack that deal 1d6+1 ponts of cold damage per caster level, to a maximum of 5d6+5 at 5th level.
 
          
 
          
----
+
----
 
=== Soul Scour ===
 
=== Soul Scour ===
 
===== '''School''': =====
 
===== '''School''': =====
Line 3,689: Line 3,689:
 
: This spell deal 2d6 points of charisma damage and 1d6 points of wisdom damage.  It then deals an additional 1d6 charisma damage 1 minute later.
 
: This spell deal 2d6 points of charisma damage and 1d6 points of wisdom damage.  It then deals an additional 1d6 charisma damage 1 minute later.
 
          
 
          
----
+
----
 
=== Sphere of Ultimate Destruction ===
 
=== Sphere of Ultimate Destruction ===
 
===== '''School''': =====
 
===== '''School''': =====
Line 3,707: Line 3,707:
 
: You conjure a sphere of energy that attacks your enemies.  Each round it makes a touch attack, creatures hit by the attack must make a fortitude save or be destroyed instantly, those that make their save suffer 5d6 points of damage.
 
: You conjure a sphere of energy that attacks your enemies.  Each round it makes a touch attack, creatures hit by the attack must make a fortitude save or be destroyed instantly, those that make their save suffer 5d6 points of damage.
 
          
 
          
----
+
----
 
=== Mass Drown ===
 
=== Mass Drown ===
 
===== '''School''': =====
 
===== '''School''': =====
Line 3,725: Line 3,725:
 
: The caster creates water in the lungs of a target creatures. Any drowned creature takes 90% of its current hit points as damage. Golems and other nonliving creatures cannot be drowned.
 
: The caster creates water in the lungs of a target creatures. Any drowned creature takes 90% of its current hit points as damage. Golems and other nonliving creatures cannot be drowned.
 
          
 
          
----
+
----
 
=== Hail of Stone ===
 
=== Hail of Stone ===
 
===== '''School''': =====
 
===== '''School''': =====
Line 3,743: Line 3,743:
 
: You create a rain of stones that deal damage to creatures and objects they strike.  Make a ranged touch attack against each object in the area, doing 1d4 points of bludgeoning damage per caster level, to a maximum of 5d4.
 
: You create a rain of stones that deal damage to creatures and objects they strike.  Make a ranged touch attack against each object in the area, doing 1d4 points of bludgeoning damage per caster level, to a maximum of 5d4.
 
          
 
          
----
+
----
 
=== Spiderskin ===
 
=== Spiderskin ===
 
===== '''School''': =====
 
===== '''School''': =====
Line 3,762: Line 3,762:
 
: Spiderskin toughen's the target's skin, making it more like a spider's carapace.  The target gains a bonus to natural armor, saves vs. poison, and hide checks.  The bonus is equal to 1 +1 per 3 caster levels, to a maximum of +5 at 12th level.
 
: Spiderskin toughen's the target's skin, making it more like a spider's carapace.  The target gains a bonus to natural armor, saves vs. poison, and hide checks.  The bonus is equal to 1 +1 per 3 caster levels, to a maximum of +5 at 12th level.
 
          
 
          
----
+
----
 
=== Viscid Globe ===
 
=== Viscid Globe ===
 
===== '''School''': =====
 
===== '''School''': =====
Line 3,780: Line 3,780:
 
: You conjuare a glob of green, sticky goo.  Make a ranged touch attack against the target, a medium or smaller creature struck by the goo must make a reflex save or be stuck in place, unable to move or take any actions.  A creature of size large or larger may not move but may take other actions normally.
 
: You conjuare a glob of green, sticky goo.  Make a ranged touch attack against the target, a medium or smaller creature struck by the goo must make a reflex save or be stuck in place, unable to move or take any actions.  A creature of size large or larger may not move but may take other actions normally.
 
          
 
          
----
+
----
 
=== Word of Balance ===
 
=== Word of Balance ===
 
===== '''School''': =====
 
===== '''School''': =====
Line 3,798: Line 3,798:
 
: Any lawful good, chaotic good, lawful evil, or chaotic evil creature who hears the word of balance suffers ill effects according to it's hit dice, accoring to the table below, with no saving throw.
 
: Any lawful good, chaotic good, lawful evil, or chaotic evil creature who hears the word of balance suffers ill effects according to it's hit dice, accoring to the table below, with no saving throw.
 
          
 
          
----
+
----
 
=== Greenfire ===
 
=== Greenfire ===
 
===== '''School''': =====
 
===== '''School''': =====
Line 3,817: Line 3,817:
  
 
          
 
          
----
+
----
 
=== Lesser Negative Energy Orb ===
 
=== Lesser Negative Energy Orb ===
 
===== '''School''': =====
 
===== '''School''': =====
Line 3,835: Line 3,835:
 
: undefined
 
: undefined
 
          
 
          
----
+
----
 
=== Negative Energy Orb ===
 
=== Negative Energy Orb ===
 
===== '''School''': =====
 
===== '''School''': =====
Line 3,853: Line 3,853:
 
: undefined
 
: undefined
 
          
 
          
----
+
----
 
=== Negative Energy Pulse ===
 
=== Negative Energy Pulse ===
 
===== '''School''': =====
 
===== '''School''': =====
Line 3,886: Line 3,886:
 
  1d4 / lvl
 
  1d4 / lvl
 
          
 
          
----
+
----
 
=== Cone of Negative Energy ===
 
=== Cone of Negative Energy ===
 
===== '''School''': =====
 
===== '''School''': =====
Line 3,905: Line 3,905:
  
 
          
 
          
----
+
----
 
=== Elemental Weapon ===
 
=== Elemental Weapon ===
 
===== '''School''': =====
 
===== '''School''': =====
Line 3,933: Line 3,933:
 
Levels 37 - 40 : 2d12
 
Levels 37 - 40 : 2d12
 
          
 
          
----
+
----
 
=== Lesser Positive Energy Orb ===
 
=== Lesser Positive Energy Orb ===
 
===== '''School''': =====
 
===== '''School''': =====
Line 3,951: Line 3,951:
 
: undefined
 
: undefined
 
          
 
          
----
+
----
 
=== Positive Energy Orb ===
 
=== Positive Energy Orb ===
 
===== '''School''': =====
 
===== '''School''': =====
Line 3,969: Line 3,969:
 
: undefined
 
: undefined
 
          
 
          
----
+
----
 
=== Cone of Positive Energy ===
 
=== Cone of Positive Energy ===
 
===== '''School''': =====
 
===== '''School''': =====
Line 3,988: Line 3,988:
  
 
          
 
          
----
+
----
 
=== Positive Energy Pulse ===
 
=== Positive Energy Pulse ===
 
===== '''School''': =====
 
===== '''School''': =====

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