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=='''Netheril Spell changes'''==
 
=='''Netheril Spell changes'''==
 
===Cantrips (0 Level)===
 
===Cantrips (0 Level)===
'''Name Changes''' ...
 
 
* Resistance -- General Matick’s Resistance
 
* Resistance -- General Matick’s Resistance
 
* Ray of Frost -- Veridon’s Frost Ray
 
* Ray of Frost -- Veridon’s Frost Ray
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* Zahn's Message
 
* Zahn's Message
 
* Ptack's Open / Close
 
* Ptack's Open / Close
 
'''Details Changes''' ...
 
  
 
'''Primidon’s Acid Splash'''
 
'''Primidon’s Acid Splash'''
* 0-level Conjuration
+
0-level Conjuration
 +
*
 
* Casting Time: 1 action
 
* Casting Time: 1 action
 
* Range: 60 feet
 
* Range: 60 feet
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'''Valstiir's Arcane Mark'''
 
'''Valstiir's Arcane Mark'''
 
* 0-level Enchantment
 
* 0-level Enchantment
 +
*
 
* Casting Time: 1 action
 
* Casting Time: 1 action
 
* Range: Touch (Personal)
 
* Range: Touch (Personal)
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'''Brightfinger’s Light'''
 
'''Brightfinger’s Light'''
 
* 0-level Evocation
 
* 0-level Evocation
 +
*
 
* Casting Time: 1 action
 
* Casting Time: 1 action
 
* Range: Touch
 
* Range: Touch
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'''Volhm’s Jolt'''
 
'''Volhm’s Jolt'''
 
* 0-level Evocation
 
* 0-level Evocation
 +
*
 
* Casting Time: 1 action
 
* Casting Time: 1 action
 
* Range: Medium (20 meters)
 
* Range: Medium (20 meters)
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'''Inflict Minor Wounds'''
 
'''Inflict Minor Wounds'''
 
* 0-level Necromancy
 
* 0-level Necromancy
 +
*
 
* Casting Time: 1 action
 
* Casting Time: 1 action
 
* Range: Touch
 
* Range: Touch
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'''Dethed's Disrupt Undead'''
 
'''Dethed's Disrupt Undead'''
 
* 0-level Necromancy
 
* 0-level Necromancy
 +
*
 
* Casting Time: 1 action
 
* Casting Time: 1 action
 
* Range: Short (10 meters)
 
* Range: Short (10 meters)
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'''Volhm's Touch of Fatigue'''
 
'''Volhm's Touch of Fatigue'''
 
* 0-level Necromancy
 
* 0-level Necromancy
 +
*
 
* Casting Time: 1 action
 
* Casting Time: 1 action
 
* Range: Touch (Personal)
 
* Range: Touch (Personal)
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'''Valstiir's Mage Hand'''
 
'''Valstiir's Mage Hand'''
* 0-level Transmutation  
+
* 0-level Transmutation
 +
*
 
* Casting Time: 1 action
 
* Casting Time: 1 action
 
* Range: Medium (20 meters)
 
* Range: Medium (20 meters)
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'''Zahn's Message'''
 
'''Zahn's Message'''
 
* 0-level Transmutation
 
* 0-level Transmutation
 +
*
 
* Casting Time: 1 action
 
* Casting Time: 1 action
 
* Range: Medium (20 meters)
 
* Range: Medium (20 meters)
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'''Ptack's Open / Close'''
 
'''Ptack's Open / Close'''
 
* 0-level Transmutation
 
* 0-level Transmutation
 +
*
 
* Casting Time: 1 action
 
* Casting Time: 1 action
 
* Range: Medium (20 meters)
 
* Range: Medium (20 meters)
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===1st Level===
 
===1st Level===
 
'''Name Changes''' ...
 
  
 
* Valstiir's Alarm
 
* Valstiir's Alarm
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* Expeditious Retreat -- Quantoul’s Boots of Escaping
 
* Expeditious Retreat -- Quantoul’s Boots of Escaping
 
* Magic weapon -- Fourfinger’s Magic Weapon
 
* Magic weapon -- Fourfinger’s Magic Weapon
 
'''Details Changes''' ...
 
  
 
'''Valstiir's Alarm'''
 
'''Valstiir's Alarm'''
 
* 1st-level Abjuration
 
* 1st-level Abjuration
 +
*
 
* Casting Time: 1 action
 
* Casting Time: 1 action
 
* Range: Ground
 
* Range: Ground
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'''Lucke’s 1st Monster Summons'''
 
'''Lucke’s 1st Monster Summons'''
 
* 1st-level conjuration
 
* 1st-level conjuration
 +
*
 
* Casting Time: 1 action
 
* Casting Time: 1 action
 
* Range: Short
 
* Range: Short
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'''Lucke's Floating Disk'''
 
'''Lucke's Floating Disk'''
 
* 1st-level Evocation
 
* 1st-level Evocation
 +
*
 
* Casting Time: 1 action
 
* Casting Time: 1 action
 
* Range: Medium (20 meters)
 
* Range: Medium (20 meters)
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'''Volhm's Shocking Grasp'''
 
'''Volhm's Shocking Grasp'''
 
* 1st-level Evocation
 
* 1st-level Evocation
 +
*
 
* Casting Time: 1 action
 
* Casting Time: 1 action
 
* Range: Touch
 
* Range: Touch
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* Duration: Instantaneous
 
* Duration: Instantaneous
 
Your successful melee touch attack deals 1d6 points of electricity damage per caster level (maximum 5d6). When delivering the jolt, you gain a +3 bonus on attack rolls if the opponent is wearing metal armor.
 
Your successful melee touch attack deals 1d6 points of electricity damage per caster level (maximum 5d6). When delivering the jolt, you gain a +3 bonus on attack rolls if the opponent is wearing metal armor.
 
'''Acid Spittle'''
 
* Transmutation [Acid]
 
* Level: Sor/Wiz 1
 
*Range: 10 ft
 
*Target: One Creature
 
*Duration: Instantaneous
 
*Saving Throw: Reflex half
 
*Spell Resistance: No
 
The caster is able to belch forth a small, viscous glob of potent acid at a nearby opponent.
 
The caster may spit the acid at an opponent within 10 ft. as a grenade-like weapon, ranged touch-attack.  A target struck by the acid takes 1d6 points of acid damage +1 point per caster level (maximum +20); Reflex save for half damage applies.  Anyone within 5 ft. of where the acid glob strikes takes 1 point of acid damage +1 per two caster levels (maximum +10); Reflex save for half damage.
 
 
'''Calm Animals '''
 
* Enchantment (Compulsion) [Mind-Affecting]
 
*Level: Animal 1, Drd 1, Rgr 1
 
*Components: V, S
 
*Range: Short
 
*Targets: Animals within 30 ft. of each other
 
*Duration: 1 min./level
 
*Saving Throw: Will negates; see text
 
*Spell Resistance: Yes
 
This spell soothes and quiets animals, rendering them docile and harmless. Only ordinary animals (those with Intelligence scores of 3 or less) can be affected by this spell. All the subjects must be of the same kind, and no two may be more than 30 feet apart. The maximum number of Hit Dice of animals you can affect is equal to 2d4 + caster level. A dire animal or an animal trained to attack or guard is allowed a saving throw; other animals are not. (A druid could calm a normal bear or wolf with little trouble, but it's more difficult to affect a trained guard dog.)
 
The affected creatures remain where they are and do not attack or flee. They are not helpless and defend themselves normally if attacked. Any threat (such as fire, a hungry predator, or an imminent attack) breaks the spell on the threatened creatures.
 
 
'''Chameleon Skin '''
 
* Illusion (Glamer)
 
*Illusion (Glamer)
 
*Level: Sor/Wiz 1
 
*Components: S
 
*Range: Personal
 
*Target: You
 
*Duration: 1 hour/level
 
The spell adds +1 per level of the caster (max +10) to any Hide roll for the duration.  The spell alters the caster's appearance, including her equipment, such that she blends into whatever background sits behind her.
 
 
'''Disappear'''
 
* Illusion (Glamer)
 
* Level: Brd 1
 
*Components: V
 
*Range: Personal
 
*Target: You
 
*Duration: 1 round
 
With a whispered syllable you complete the spell. You notice that others look past you as if you weren't there.
 
You become invisible, vanishing from sight, even from darkvision. Your gear vanishes too. The spell ends if the subject attacks any creature.
 
  
 
===2nd Level===
 
===2nd Level===
 
'''Name Changes''' ...
 
 
 
* Lesser Dispell Magic -- Oberon’s Lesser Dispell
 
* Lesser Dispell Magic -- Oberon’s Lesser Dispell
 
* Resist Elements -- General Matick’s Resist Elements
 
* Resist Elements -- General Matick’s Resist Elements
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* Foxs cunning -- Quantoul’s Cunning
 
* Foxs cunning -- Quantoul’s Cunning
 
* Stone Bones -- Dethed’s Stone Bones
 
* Stone Bones -- Dethed’s Stone Bones
 
'''Detail Changes''' ...
 
  
 
'''Valstiir's Glitterdust'''
 
'''Valstiir's Glitterdust'''
 
* 2nd-level Conjuration
 
* 2nd-level Conjuration
 +
*
 
* Casting Time: 1 action
 
* Casting Time: 1 action
 
* Range: Medium
 
* Range: Medium
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'''Lucke’s 2nd Monster Summons'''
 
'''Lucke’s 2nd Monster Summons'''
 
* 2nd-level Conjuration
 
* 2nd-level Conjuration
 +
*
 
* Casting Time: 1 action
 
* Casting Time: 1 action
 
* Range: Short
 
* Range: Short
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'''Daze Monster'''
 
'''Daze Monster'''
 
* 2nd-level Enchantment
 
* 2nd-level Enchantment
 +
*
 
* Casting Time: 1 action
 
* Casting Time: 1 action
 
* Range: 30 feet
 
* Range: 30 feet
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'''Noanar's Scorching Ray'''
 
'''Noanar's Scorching Ray'''
 
* 2nd-level Evocation
 
* 2nd-level Evocation
 +
*
 
* Casting Time: 1 action
 
* Casting Time: 1 action
 
* Range: Close 25 ft
 
* Range: Close 25 ft
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'''Fourfinger’s Flame Weapon'''
 
'''Fourfinger’s Flame Weapon'''
 
* 2nd-level Transmutation
 
* 2nd-level Transmutation
 +
*
 
* Casting Time: 1 action
 
* Casting Time: 1 action
 
* Range: Touch
 
* Range: Touch
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'''Darkfire'''
 
'''Darkfire'''
 
* 2nd-level Transmutation
 
* 2nd-level Transmutation
 +
*
 
* Casting Time: 1 action
 
* Casting Time: 1 action
 
* Range: Self
 
* Range: Self
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'''Sadebreth's Command Undead'''
 
'''Sadebreth's Command Undead'''
 
* 2nd-level Necromancy
 
* 2nd-level Necromancy
 +
*
 
* Casting Time: 1 action
 
* Casting Time: 1 action
 
* Range: Touch
 
* Range: Touch
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'''Sadebreth's False Life'''
 
'''Sadebreth's False Life'''
 
* 2nd-level Necromancy
 
* 2nd-level Necromancy
 +
*
 
* Casting Time: 1 action
 
* Casting Time: 1 action
 
* Range: Personal
 
* Range: Personal
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* Duration: 1hr/level
 
* Duration: 1hr/level
 
You harness the power of unlife to grant yourself a limited ability to avoid death. While this spell is in effect, you gain temporary hit points equal to 1d10 +1 per caster level (maximum +10).
 
You harness the power of unlife to grant yourself a limited ability to avoid death. While this spell is in effect, you gain temporary hit points equal to 1d10 +1 per caster level (maximum +10).
 
'''Dolomar's Force Wave'''
 
* Evocation [Force]
 
* Level: Brd 2, Sor/Wiz 2
 
*Components: V,S
 
*Range: Personal
 
*Area: 10 feet + 1 foot/level radius burst outward from caster
 
*Duration: Instantaneous
 
*Saving Throw: None (see text)
 
*Spell Resistance: Yes
 
Dolomar's Force Wave radiates hemispheric waves of force in every direction except downward.  The waves of force push objects and creatures directly away from the caster, similar to the effects of a bull rush attack.  Since this is a force effect, Dolomar's force wave will even affect incorporeal or ethereal targets.
 
Though no saving throw is allowed in the conventional sense, each creature in the area of effect makes an opposed Strength check per the rules for bull rush attacks.  Creatures affected by the force wave will automatically be pushed the maximum distance based on the result of the opposed Strength check (5 ft + 1 ft per point the force wave exceeded the opposed Strength check) out to the limit of the force wave's area of effect.
 
  
 
===3rd Level===
 
===3rd Level===
 
'''Name Changes''' ...
 
  
 
* Dispel Magic -- Oberon’s Dispell
 
* Dispel Magic -- Oberon’s Dispell
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* Keen Edge -- General Matick’s Keen Edge
 
* Keen Edge -- General Matick’s Keen Edge
 
* Greater magic weapon -- Fourfinger’s Enchanted Weapon
 
* Greater magic weapon -- Fourfinger’s Enchanted Weapon
 
'''Detail Changes''' ...
 
  
 
'''Lucke’s 3rd Monster Summons'''
 
'''Lucke’s 3rd Monster Summons'''
 
* 3rd-level Conjuration
 
* 3rd-level Conjuration
 +
*
 
* Casting Time: 1 action
 
* Casting Time: 1 action
 
* Range: Short
 
* Range: Short
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* Duration: 1 turn/caster level
 
* Duration: 1 turn/caster level
 
Duration decreased from 24 hours to 1 turn/caster level. 2 turns if you have Extend. Can now summon from different themes.
 
Duration decreased from 24 hours to 1 turn/caster level. 2 turns if you have Extend. Can now summon from different themes.
 
'''Armor of Undeath'''
 
* Necromancy
 
* Level: Death 3, Sor/Wiz 3
 
*Components: V,S
 
*Range: Personal
 
*Target: You
 
*Duration: 1 hour/level or special
 
*Saving Throw: None
 
*Spell Resistance: No
 
This spell allows the caster to create magical armor from the remains of a humanoid.  The caster must touch a corpse (the corpse can be fresh, rotting, or even skeletal, so long as enough of it remains that it could be animated by an animate dead spell) and invoke the spell.  The corpse will then stand erect, embrace the caster, and begin to bend and twist, wrapping itself around the caster to form a gruesome armor of bones and dead flesh.  The armor grants a +2 enhancement bonus to the caster's AC, 25 temporary hit points, a -1 armor check penalty, and a 5% arcane spell failure penalty.  Damage dealt to the caster is first removed from these hitpoints.
 
The spell ends either when the duration expires or 25 points of damage are dealt to the armor.  Should the spell end normally, all remaining temporary hit points are lost.
 
 
'''Banish Shadow'''
 
* Abjuration
 
*Level: Clr 3
 
*Components: S
 
*Range: Medium
 
*Target: One shadow creature
 
*Duration: Instantaneous
 
*Saving Throw: Will partial (see text)
 
*Spell Resistance: Yes
 
This spell is used to banish a creature of the Plane of Shadow (shadow, shadow mastiff, etc.) back to that plane.  The target receives a Will save.  A successful save means the subject is not banished, but it still sustains 3d4+1/level (maximum +10) damage.
 
 
'''Blood Storm'''
 
* Evocation [Fear]
 
*Level: Sor/Wiz 3
 
*Components: V,S
 
*Range: Medium
 
*Area: 25 ft diameter sphere
 
*Duration: 1 round/level
 
*Saving Throw: See Text
 
*Spell Resistance: Yes
 
Blood Storm summons a whirlwind of blood that envelops the entire area of effect and has several effects on those caught within it.  First, those in the area of effect must make Reflex saving throws or be blinded by the swirling blood while they remain within the whirlwind and for 2d6 rounds after leaving it.  Second, all combatants within the bloodstorm fight at -4 to their attack rolls.  Third, the blood is slightly acidic, and causes 1d4 points of damage per round.  Finally, victims must make a Will saving throw or become frightened if 8HD or above or panicked if less than 8HD.
 
 
'''Dar'Tan's Shadow Bolt '''
 
* Evocation
 
*Level: Sor/Wiz 3
 
*Components: S
 
*Range: Medium
 
*Effect: Ray
 
*Duration: Instantaneous
 
*Saving Throw: Fortitude halves
 
*Spell Resistance: Yes
 
This spell creates a black, pulsating bolt of shadowstuff, which is hurled at an opponent.  The caster must make a ranged touch attack.  If hit, the target sustains 1d6 damage/level (maximum 12d6) unless a Fortitude save is successful, in which case, only half damage is sustained.
 
  
 
===4th Level===
 
===4th Level===
 
'''Name Changes''' ...
 
  
 
* Lesser Spell Breach -- Oberon’s Lesser Spell Breach
 
* Lesser Spell Breach -- Oberon’s Lesser Spell Breach
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* Bestow Curse -- Hamring’s Curse
 
* Bestow Curse -- Hamring’s Curse
 
* Polymorph self -- Quantoul’s selfmorph
 
* Polymorph self -- Quantoul’s selfmorph
 
'''Detail Changes''' ...
 
  
 
'''Lucke’s 4th Monster Summons'''
 
'''Lucke’s 4th Monster Summons'''
 
* 4th-level Conjuration
 
* 4th-level Conjuration
 +
*
 
* Casting Time: 1 action
 
* Casting Time: 1 action
 
* Range: Short
 
* Range: Short
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* Duration: 1 turn/caster level
 
* Duration: 1 turn/caster level
 
Duration decreased from 24 hours to 1 turn/caster level. 2 turns if you have Extend. Can now summon from different themes.
 
Duration decreased from 24 hours to 1 turn/caster level. 2 turns if you have Extend. Can now summon from different themes.
 
'''Chaos Hammer'''
 
* Evocation [Chaotic]
 
*Level: Chaos 4
 
*Components: V, S
 
*Range: Medium
 
*Area: 20-ft.-radius burst
 
*Duration: Instantaneous (1d6 rounds); see text
 
*Saving Throw: Will partial; see text
 
*Spell Resistance: Yes
 
You unleash chaotic power to smite your enemies. The power takes the form of a multicolored explosion of leaping, ricocheting energy. Only lawful and neutral (not chaotic) creatures are harmed by the spell.
 
The spell deals 1d8 points of damage per two caster levels (maximum 5d8) to lawful creatures (or 1d6 points of damage per caster level, maximum 10d6, to lawful outsiders) and slows them for 1d6 rounds. In addition, it takes a –2 penalty to AC, attack rolls, damage rolls, and Reflex saves. A successful Will save reduces the damage by half and negates the slow effect.
 
The spell deals only half damage against creatures who are neither lawful nor chaotic, and they are not slowed. Such a creature can reduce the damage by half again (down to one-quarter) with a successful Will save.
 
 
'''Companion's Strife '''
 
* Enchantment (Compulsion) [Fear, Mind-Affecting]
 
*Level: Brd 4, Clr 5, Sor/Wiz 4
 
*Components: V,S
 
*Casting Time: 1 action
 
*Range: Medium (100 ft + 10 ft/level)
 
*Target: One humanoid
 
*Duration: 1 round/level
 
*Saving Throw: Will negates
 
*Spell Resistance: Yes
 
A creature under the spell's effects will immediately realize that his allies are actually deadly enemies and try to fight his way out as if his life depended on it.  He will use the best attacks, weapons or spells available to him until he has a clear escape route and then move directly away from both his erstwhile allies and the caster until the duration ends.
 
 
'''Condemned  '''
 
* Necromancy
 
*Level: Clr 4
 
*Components: V,S
 
*Range: Touch
 
*Target: 1 living creature
 
*Duration: Permanent
 
*Saving Throw: Fortitude negates
 
*Spell Resistance: Yes
 
Victims struck by this touch attack spell must make a Fortitude save or become immune to the effects of magical healing for the duration they are condemned.  This affliction will persist until a remove curse or the like is cast upon the target.  However, binding wounds and natural healing are still effective, if not as fast.
 
 
'''Dimension Door '''
 
* Conjuration (Teleportation)
 
*Level: Brd 4, Sor/Wiz 4, Travel 4
 
*Components: V
 
*Range: Long
 
*Target: You
 
*Duration: Instantaneous
 
*Saving Throw: None
 
*Spell Resistance: No
 
You instantly transfer yourself from your current location to any other spot within range. You always arrive at exactly the spot desired. After using this spell, you can't take any other actions until your next turn.
 
  
 
===5th Level===
 
===5th Level===
 
'''Name Changes''' ...
 
  
 
* Dismissal -- Oberon’s Dismiss
 
* Dismissal -- Oberon’s Dismiss
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* Animate dead -- Fjord’s Animation
 
* Animate dead -- Fjord’s Animation
 
* Circle of Doom -- Dethed’s Circle of Doom
 
* Circle of Doom -- Dethed’s Circle of Doom
 
'''Detail Changes''' ...
 
  
 
'''Lucke’s 5th Monster Summons'''
 
'''Lucke’s 5th Monster Summons'''
 
* 5th-level Conjuration
 
* 5th-level Conjuration
 +
*
 
* Casting Time: 1 action
 
* Casting Time: 1 action
 
* Range: Short
 
* Range: Short
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* Duration: 1 turn/caster level
 
* Duration: 1 turn/caster level
 
Duration decreased from 24 hours to 1 turn/caster level. 2 turns if you have Extend. Can now summon from different themes.
 
Duration decreased from 24 hours to 1 turn/caster level. 2 turns if you have Extend. Can now summon from different themes.
 
'''Darkbolt '''
 
* Evocation [Darkness]
 
*Level: Darkness 5
 
*Components: V, S
 
*Range: Medium
 
*Effect: One ray/2 levels (maximum seven rays)
 
*Duration: Instantaneous; see text
 
*Saving Throw: Will partial
 
*Spell Resistance: Yes
 
With a quick invocation to your deity, you call forth a nimbus of jet-black night. This terrible radiance, laced with the will of your deity, allows you to shoot black bolts of power.
 
You unleash beams of darkness from your open palm. You must succeed on a ranged touch attack to strike your target. You can hurl one bolt for every two caster levels you have (maximum seven bolts). You must hurl all the bolts at once, at the same target.
 
A darkbolt deals 2d8 points of damage to a living creature, and the creature is dazed for 1 round unless it makes a Will save (a creature struck by multiple bolts during the same round is dazed for a maximum of 1 round, no matter how many times it fails its save). An undead creature takes no damage, but is dazed if it fails its save.
 
  
 
===6th Level===
 
===6th Level===
 
'''Name Changes''' ...
 
  
 
* Globe of Invulnerability -- Trebbe’s Invulnerability
 
* Globe of Invulnerability -- Trebbe’s Invulnerability
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* Flesh to Stone -- Mavin’s Flesh-Stone Transmution
 
* Flesh to Stone -- Mavin’s Flesh-Stone Transmution
 
* Stone to flesh -- Mavin’s Stone-Flesh Transmution
 
* Stone to flesh -- Mavin’s Stone-Flesh Transmution
 
'''Detail Changes''' ...
 
  
 
'''Lucke’s 6th Monster Summons'''
 
'''Lucke’s 6th Monster Summons'''
 
* 6th-level Conjuration
 
* 6th-level Conjuration
 +
*
 
* Casting Time: 1 action
 
* Casting Time: 1 action
 
* Range: Short
 
* Range: Short
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* Duration: 1 turn/caster level
 
* Duration: 1 turn/caster level
 
Duration decreased from 24 hours to 1 turn/caster level. 2 turns if you have Extend. Can now summon from different themes.
 
Duration decreased from 24 hours to 1 turn/caster level. 2 turns if you have Extend. Can now summon from different themes.
 
'''Ectoplasmic Enhancement'''
 
*Caster Level(s): Wizard / Sorcerer 6
 
*Innate Level: 6
 
*School: Necromancy
 
*Descriptor(s): Evil
 
*Component(s): Verbal, Somatic
 
*Range: Medium
 
*Area of Effect / Target: one undead / level
 
*Duration: 24 hours
 
*Additional Counter Spells:
 
*Save: None
 
*Spell Resistance: No
 
The undead affected by this spell gains a +1 deflection bonus to armor class, +1d8 temporary hit points, +1 bonus on attack rolls, and +2 bonus to turn resistance. Each of these enhancements increases by +1 for every three caster levels.
 
  
 
===7th Level===
 
===7th Level===
 
'''Name Changes''' ...
 
  
 
* Spell mantle -- M’dhal’s Spell Mantle
 
* Spell mantle -- M’dhal’s Spell Mantle
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* Control Undead -- Sadebreth’s Undead Control
 
* Control Undead -- Sadebreth’s Undead Control
 
* Finger of Death -- Dethed’s Death Finger
 
* Finger of Death -- Dethed’s Death Finger
 
'''Detail Changes''' ...
 
  
 
'''Lucke’s 7th Monster Summons'''
 
'''Lucke’s 7th Monster Summons'''
 
* 7th-level Conjuration
 
* 7th-level Conjuration
 +
*
 
* Casting Time: 1 action
 
* Casting Time: 1 action
 
* Range: Short
 
* Range: Short
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* Duration: 1 turn/caster level
 
* Duration: 1 turn/caster level
 
Duration decreased from 24 hours to 1 turn/caster level. 2 turns if you have Extend. Can now summon from different themes.
 
Duration decreased from 24 hours to 1 turn/caster level. 2 turns if you have Extend. Can now summon from different themes.
 
'''Dictum'''
 
* Evocation [Lawful, Sonic]
 
* Level: Clr 7, Law 7
 
*Components: V
 
*Range: 40 ft.
 
*Area: Nonlawful creatures in a 40-ft.-radius spread centered on you
 
*Duration: Instantaneous
 
*Saving Throw: None or Will negates; see text
 
*Spell Resistance: Yes
 
Any nonlawful creature within the area of a dictum spell suffers the following ill effects.
 
HD                      Effect
 
Equal to caster level  Deafened
 
Up to caster level 1    Slowed, deafened
 
Up to caster level 5    Paralyzed, slowed, deafened
 
Up to caster level 10  Killed, paralyzed, slowed, deafened
 
 
The effects are cumulative and concurrent. No saving throw is allowed against these effects.
 
Deafened: The creature is deafened for 1d4 rounds.
 
Slowed: The creature is slowed, as by the slow spell, for 2d4 rounds.
 
Paralyzed: The creature is paralyzed and helpless for 1d10 minutes.
 
Killed: Living creatures die. Undead creatures are destroyed.
 
 
Furthermore, if you are on your home plane when you cast this spell, nonlawful extraplanar creatures within the area are instantly banished back to their home planes. Creatures so banished cannot return for at least 24 hours. This effect takes place regardless of whether the creatures hear the dictum. The banishment effect allows a Will save (at a –4 penalty) to negate.
 
Creatures whose HD exceeds your caster level are unaffected by dictum.
 
  
 
===8th Level===
 
===8th Level===
 
'''Name Changes''' ...
 
  
 
* Mind Blank -- Kutson’s Mind Blank
 
* Mind Blank -- Kutson’s Mind Blank
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* Create Undead -- Sadebreth’s Create Undead
 
* Create Undead -- Sadebreth’s Create Undead
 
* Horrid Wilting -- Dethed’s Horrid Wilting
 
* Horrid Wilting -- Dethed’s Horrid Wilting
 
'''Detail Changes''' ...
 
  
 
'''Lucke’s 8th Monster Summons'''
 
'''Lucke’s 8th Monster Summons'''
 
* 8th-level Conjuration
 
* 8th-level Conjuration
 +
*
 
* Casting Time: 1 action
 
* Casting Time: 1 action
 
* Range: Short
 
* Range: Short
Line 664: Line 457:
 
* Duration: 1 turn/caster level
 
* Duration: 1 turn/caster level
 
Duration decreased from 24 hours to 1 turn/caster level. 2 turns if you have Extend. Can now summon from different themes.
 
Duration decreased from 24 hours to 1 turn/caster level. 2 turns if you have Extend. Can now summon from different themes.
 
'''Blackflame'''
 
* Evocation [Fear, Fire]
 
* Level: Sor/Wiz 8
 
*Components: S
 
*Range: Medium
 
*Target: One subject
 
*Duration: 1 round/level (maximum 25 rounds)
 
*Saving Throw: Fortitude negates (see text)
 
*Spell Resistance: Yes (harmless, see text)
 
This spell causes shadowy flames to burst to life on one subject.  Each round, the subject must make a Fortitude saving throw against this spell or sustain 1d10 points of damage.  Likewise, victims with spell resistance roll every round to prevent the spell effects for that round.  A single success on a saving throw or spell resistance does not negate the blackflame; that can only be accomplished by a successful dispel magic.
 
In addition to the damage, the spell causes a mind-affecting, fear effect in its victim.  On any round during which the spell's victim sustains damage, she must also succeed at a Will saving throw versus the spell's DC.  Victims who fail their Will saving throws are considered to be cowering (no dex adjustment to AC, opponents have +2 to attack rolls on victim, victim does not move).  Such a subject will not be able to take any action (melee, spellcasting, etc) except to fruitlessly douse the flames by rolling on the ground or swatting at them.
 
Once targeted, the blackflame will stay on its victim for the spell's duration.  Only a dimension door, teleport, or the like will separate the blackflame from the victim.
 
  
 
===9th Level===
 
===9th Level===
 
'''Name Changes''' ...
 
  
 
* Greater spell mantle -- M’dhal’s Spell Mantle
 
* Greater spell mantle -- M’dhal’s Spell Mantle
Line 693: Line 471:
 
* Shapechange -- Quantoul’s Shapechange
 
* Shapechange -- Quantoul’s Shapechange
 
* Time stop -- Chronomancer’s Time Stop
 
* Time stop -- Chronomancer’s Time Stop
 
'''Details Changes''' ...
 
  
 
'''Lucke’s 9th Monster Summons'''
 
'''Lucke’s 9th Monster Summons'''
 
* 9th-level Conjuration
 
* 9th-level Conjuration
 +
*
 
* Casting Time: 1 action
 
* Casting Time: 1 action
 
* Range: Short
 
* Range: Short
Line 706: Line 483:
 
'''Zajimarn's Avalanche'''
 
'''Zajimarn's Avalanche'''
 
* Caster Level(s): Wizard / Sorcerer 9
 
* Caster Level(s): Wizard / Sorcerer 9
 +
*
 
*Innate Level: 9
 
*Innate Level: 9
 
*School: Conjuration
 
*School: Conjuration

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