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Category: Character
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Horseman
 Philosopher
7/1/2006 11:18:10 AM
PostID: 72697
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You have good points.
Boy, I wish I hadn't lost my previous write up. I believe I had it so every time the Sorcerer drew on "Extra Magic Power", there was an increasingly diffuclt DC roll that could seriously harm or even kill the Sorcerer. I think this is in keeping with the books.
Also looking over my spells, I think Telekensis should be usable by Sorcerers. I don't think it details how Gandalf the Grey is captured by Saruman, but in the movies Saruman uses a Telekensis like spell to close the doors. So lets make that one available again.
Please post what changes you would make to make things more equitable.
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Horseman
 Philosopher
7/1/2006 11:21:50 AM
PostID: 72698
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In addition, I think it is OK for sorcerers to have an advantage because they will be part of a larger community. The community of Sorcerers who closely monitor those of their race. In this way a Sorcerer character doesn't have all the free will a Wizard might have.
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Cappucina
Courageous Warrior
7/5/2006 11:54:33 AM
PostID: 73369
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Jaime made 5th level today. She's a bit more than 12,000 XP now. I changed the Spell slots to spell points as per the new system on the character sheet.
Skald was kind enough to email me the spell compendium sorceror spell list. There are loads and loads of new spells. It is a bit overwhelming. And, I don't have the full spell descriptions - just the name and a one liner. There are some spells that sound interesting - and I would like to expand her list to include them. But, I have no idea if they fall within the Tolkein magical rules - it is not clear to me that they do or don't. How shall we proceed? Do you want me to choose the ones I would like and then you can edit...or do you want to choose new spells yourself? Do you have that spell compendium by the way?
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Cappucina
Courageous Warrior
7/5/2006 12:14:50 PM
PostID: 73374
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I also have a question about the magic staff that Olorin gave her. It allows her to cast spells at +1 CL. Does this mean that she can cast a spell one level higher - free of paying spell points? Or is this just for factors that don't matter in the point payment system such as spell duration, range, etc.
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Cappucina
Courageous Warrior
7/5/2006 3:31:13 PM
PostID: 73429
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At first, the new sorceror seemed improved. Overly improved and unbalanced. But, after thinking about it, I see why it works out alright.
The point system gives wizards a big advantage over the sorceror in that if a 10th wizard casts a Lightening bolt, it uses a 3rd level spell slot to make the 10d6 attack. If a 10th Sorceror wants to cast it at 10d6, they will have to spend spell points to boost it up from 3rd level. I hadn't looked at spell points that way.
Another huge factor is the fatigue. Especially at low levels - cast two spells and you are fatigued and quickly exhausted. This seems very realistic - you exert yourself when directing magical energy. However. There is no other class that has any sort of fatguing type penalties attached to their main abilities. Fighters can fight for 20 hours straight, bards can sing as long as they wish, monks can kick and jump, etc. - I guess. These seem like exhausting efforts too. The only time I've ever seen fatigue come into play - ever - is a long period of running where the rules were checked. This is a major penalty against the Sorceror. But, I think it is a good one considering the House rules that the Sorceror has access to way more spells than the Players Handbook gives them. You give and you take away.
On the other hand, if the character rests for one hour his spell point total rises to 1/3, 2 hours and he gets 2/3 back of his normal maximum. Sorcerors can regain lost spell points at any time with rest!!! That's nice and I think it makes sense.
But, I think it is a little cheesy that a high level sorceror might down a potion of heal or restoration to remove his exhaustion and then get those 2/3 daily spell points back. Though this is expensive! I cannot think of anything a wizard might do in equivalent. Pearls of power? Yes, but, Sorcerors can use those too. Maybe it will work in your game because no one walks around with a belt pouch full of heal potions. But, in other games, I can really see this being abused and frustrating for everyone else involved. Maybe it should be limited to once a day or something!
---------------------------------- I am reconsidering how overpowered the 3 time a day metamagic usage seemed at first. Considering the wizard gets to cast at his caster level anytime he uses a spell and the sorceror has to choose to cast it at a lower level or buff it with more spell points - this doesn't seem too crazy anymore.
In fact, let me know what you decide. It will definately influence whether or not I take more metamagic feats. In fact, if she will have to pay the spell points for the feats, I probably will not take any more metamagic feats. If she gets three free usages of each feat per day, I will probably take at least one more. She already has Extend Spell. Certainly the other choices will be Permanent Spell and another will be Empower or Maximize. How metamagic is used will be the deciding factor.
This post last edited on 7/5/2006 3:42:58 PM
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Cappucina
Courageous Warrior
7/5/2006 3:48:45 PM
PostID: 73433
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I think that Dispel Magic and Greater Dispel Magic are Sorceror spells - Gandalf did something like that to Theoden too remove his Saruman.
Searing Light - he sort of did that to a few times.
Planar stuff. I don't know. I thought when he 'died' after the Balrog fight that he did travel to another plane. Heaven perhaps? He spent a lot of time recovering there and refreshing himself and growing stronger. Then he returned to the exact time and place he died, ready to continue to assist mankind.
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Horseman
 Philosopher
7/5/2006 11:35:22 PM
PostID: 73545
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You make great points on the usage of spell points.
I found my other draft of the Spell Point Usage. I am going to go through it, incorporating your concerns, take a harder look at how feats will operate with spell points and then post that version.
One of the main things I am going to do is try to simplify the whole process.
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7/6/2006 7:14:30 PM
PostID: 73813
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OK, look this over I have vastly simplified the whole process. Now if I can get Metamagic Feats to work with this I think we will have a winner. Then we can start to look more closely at Spells and Special Feats. Tell me what you think.
The Revised Sorcerer Spell Point System
CASTING SPELLS
The Sorcerer character normally prepares spells in advance or chooses them in advance or chooses them on the spot, casting a spell works the same way. And that way has changed dramatically from the way that Wizards of the Coast laid out in the Players Handbook.
KNOWN SPELLS/SPELLS PER DAY
Spell slots as shown in the Players Handbook are a thing of the past. A character may cast any spell in their chosen field of knowledge. Spell slots can safely be ignored entirely in this system.
STARTING SPELL POINTS: The spell point system presented here allows sorcerers to more freely pick and choose which spells they cast each day.
Every sorcerer has a reserve of spell points based on level (see Table: Spell Points Per Day). Characters also gain bonus spell points from a high ability score (just as a normal sorcerer would gain bonus spells from a high ability score; see Bonus Spell Points and Bonus Spells, below). These spell points provide the magical power behind the caster’s spells: He spends a number of spell points appropriate to the spell’s level to cast the spell (see Casting Spells, below). Once spent, spell points are expended until the caster has sufficient time to rest and prepare new spells (see Preparing Spells, below).
Metagame Analysis: Spell Points The spell point system dramatically expands the versatility of a sorcerer. Since he’s no longer tied to using a specific number of spell slots, he can much more easily adapt to situations. In general, sorcerer become more powerful—though they aren’t capable of casting any spell they couldn’t cast before, they are now capable of casting more high-level spells per day and more of whichever spells they need. If a 15th-level sorcerer needs to cast a light spell a dozen times during an adventure, he can do that (though not much else).
One balancing factor is the cost for sorcerer to increase the damage dealt by their spells. This cost helps to maintain balance between spells of different level. If you didn’t have to pay more for a 9d6 lightning bolt than for a 5d6 lightning bolt (a 3rd-level spell costing 5 spell points), then the 9d6 lightning bolt would cost barely more than half as much as a 9d6 cone of cold (a 5th-level spell costing 9 spell points), even though both spells deal equal damage.
Spell Points Table: MODIFIED conversion from PHB spells given at cost of 1Spell Point per level to cast
Spell Points per Day Level Sorcerer 1st 3 2nd 4 3rd 5 4th 10 5th 15 6th 20 7th 30 8th 40 9th 50 10th 65 11th 80 12th 95 13th 115 14th 130 15th 150 16th 170 17th 190 18th 210 19th 230 20th 250
Sorecerers receive one (1) Bonus Spell Point per ability modifier, per level for high scores, ie. 12 +1, 14+2, 16 +3, 18 +4.
SPELL POINT REGENERATION
Spell points will regenerate at a rate equal to one point per hour per level of caster. For instance, If Jamie is level 5 and has 26 spell points and she exhausts all of her spell points in a battle she must rest in order to gain spell points back. For ever hour that she rests (resting does include sleep, but sleep is not a requirement of rest) she will gain 1 spell point per level per hour. Resting means sitting at camp reading a spellbook, relaxing. If you are moving around, wandering through a dungeon, riding a horse faster than a walk, etc… You are not resting. It is unfortunately the role of the spell caster that he/she must sit on their collective butts at times in exchange for their immense powers. In this case Jamie being 5th level with regain 5 spell points per hour. It would take Jamie 6 hours of rest to regain her magical power, unless she is fatigued and then it will take longer. See Fatigue.
SPELL POINT TRANSFER
Spell points may be transferred to another Sorcerer if you so choose The transfer rate is equal to the lowest level character’s transfer rate. ie: Jamie at level five decides that she needs to transfer some points to Clive the level 3 Sorcerer. The max transfer rate will be the same as Clives’ transfer rate. The transfer of spell points (maximum) is the level of the caster. So Jamie can transfer 3 spell points per round to Clive.
SPELL CASTING (OVERCASTING)
While a spell might only cost 2 points to cast (a level 2 spell), the caster may dump more points into the casting in order to increase damage, range, duration or increase the chance to affect the target. This is called overcastting. The following occurs when this is done:
Points Effect 1 Range+10 feet per point per spell level
2 Damage+1 damage die per two points per spell level (magic missile does 1d4+1 damage. For an extra one spell point it will do 2d4+1.)
3 Duration+1 unit of measurement per two spell points per spell level (Bull’s Strength normally lasts 1 hour per level. It is a level 2 wizard spell so for an extra four spell points the spell can be made to last 2 hours per level.)
4 Save-1 to opponent’s save throw for ever two spell points per spell level. (In the case of Burning Hands, a Reflex save halves the damage. Since this is a level 1 spell, if the wizard wishes to dump an extra two spell points into the casting, she can make the save throw as Reflex -1 instead of just a straight Reflex save.)
This post last edited on 7/6/2006 7:15:16 PM
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Cappucina
Courageous Warrior
7/6/2006 9:52:08 PM
PostID: 73883
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You wrote "While a spell might only cost 2 points to cast (a level 2 spell)." But, unless you changed things, a level 2 spell costs 3 points to cast.
I see you reduced the number of spell points gained per level and, drastically, the number gained by the ability bonus.
I think this would be fine, except then the fatigue and exhaustion variant rules become very, very harsh. She will be resting - a lot - under these new rules.
For example, Jaime has 20 spell points now instead of 29. After casting 3 2nd level spells and one first level spell she will be fatigued and at 10/20. That is very very quickly fatigued. There is no cushion at all. Compare it to a regular 3.5 Sorceror - she can cast 8! 1st level spells and 5! 2nd level spells per day.
cost per level... 0 01 1st 1 2nd 3 3rd 5 4th 7 5th 9 6th 11 7th 13 8th 15 9th 17
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Horseman
 Philosopher
7/6/2006 10:28:22 PM
PostID: 73893
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It should be one spell point per spell level to cast
cost per level... 0 01 1st 1 2nd 2 3rd 3 4th 4 5th 5 6th 6 7th 7 8th 8 9th 9
very simple.
I will keep looking at fatigue to make it fair.
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Cappucina
Courageous Warrior
7/6/2006 10:39:29 PM
PostID: 73896
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Those are cheap then. With those costs, especially at high levels, the fatigue is very very very fair. We'll see how it works with Jaime. If she is really overpowered when she gets to higher levels then you can adjust (make spells cost more perhaps).
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Horseman
 Philosopher
7/6/2006 10:42:54 PM
PostID: 73898
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Agreed, so we will move ahead with this and I will keep working on the feats and special feats like Magic Sense, which Jamie just learned IC.
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Cappucina
Courageous Warrior
11/1/2006 10:47:01 PM
PostID: 99253
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Fritz hands Jaimie a small piece of parchment. Upon opening it Jaimie finds a receipt from the Gryphon’s Pheathers.
Gryphons Pheather's
Possessions held in care for Ms. Jamie Boggett
3,000 gold pieces
1 backless black leather gown tailored to fit snugly from shoulder to hip. Has minor shadow and blur on it, user activates with a thought.
1 Wand of Detect Magic (24 charges) (375 gp) (Design/inscription provides clue to function)
Sold to pay for materials for Cloak of Charisma Wand of Hold Person (13 charges) (4500 gp)
Sold to pay for materials for Cloak of Charisma1 carved ebony scroll case with fire opal caps (2,042.6 gp)
1 scroll of Raging Flame Level 1(Spell Compendium pg. 164),
1 pot made of platinum and filled with honey 36 oz. 4,000 gp ,
1 dagger inlaid to depict a forest. Imbued with the spell DaggerSpell Stance. 1 Use, lasts 5 rounds.
Please note your password is required to retrieve your property.
This post last edited on 5/7/2007 9:28:54 AM
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Cappucina
Courageous Warrior
11/1/2006 10:48:14 PM
PostID: 99255
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Fritz hands Jaimie a small piece of parchment. Upon opening it Jaimie finds a receipt from the Gryphon’s Pheathers.
Gryphons Pheather's
Possessions held in care for Ms. Jamie Boggett
3,000 gold pieces
1 backless black leather gown tailored to fit snugly from shoulder to hip. Has minor shadow and blur on it, user activates with a thought.
1 Wand of Detect Magic (24 charges) (375 gp) (Design/inscription provides clue to function) Wand of Hold Person (13 charges) (4500 gp),
1 carved ebony scroll case with fire opal caps (2,042.6 gp)
1 scroll of Raging Flame Level 1(Spell Compendium pg. 164),
1 pot made of platinum and filled with honey 36 oz. 4,000 gp ,
1 dagger inlaid to depict a forest. Imbued with the spell DaggerSpell Stance. 1 Use, lasts 5 rounds.
Please note your password is required to retrieve your property.
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Cappucina
Courageous Warrior
11/18/2006 9:56:59 AM
PostID: 103951
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Jamie with a little help from Olorin cast the spells necessary to enchant the new rope. When completed the rope appears as such with the stated abilities.
The rope does not appear to be a rope at first glance. Instead it appears as five foot tall twisted bronze staff. The staff has what appears to be a looped head.
As a staff it can be wielded as a +1 weapon at any time. However, Jamie can pour 1 spell point per hour, to increase the weapon by an additional +1. Jamie can do this to a maximum of an additional +4. She will have to pay this cost every hour it is needed.
When the staff is grasped Jamie gains the ability to Speak with Animals
The staff can be hurled like a spear, with a sucessful hit the staff unravels doubling in size to 10' in length and will entangle a single individual. The rope has a strength of 19 plus your charisma score. Olorin says the strength would have been higher except the dragon bristle was taken from a juvenile bronze dragon, but it was the only bristle available in sufficient quantities.
When commanded with Jamies chosen command word,
The rope will continue to unravel from five feet up to 800 feet in length, but as it gets longer the strength is less.
length.......lbs weight held 5..............1000 10..............750 25..............500 50..............300 100.............200 200.............100 400..............50 800...............5
Jamie can command the rope will extend up to 25' in length and can lay as a snare. Jamie must then speak another chosen command word to make it entangle the nearest target.
Lastly the rope can be commanded to form an inanimate object, like a hammock or net.
OOC Jamie needs to do the following 1. Choose a name for this unique rope 2. Choose a Command Word to entangle, whether hurled or used as a snare 3. Choose a Command word to unravel the staff or make an inanimate object. 4. Choose a Command word to hold the rope/staff in whatever its current shape in place.
This post last edited on 7/31/2006 2:54:38 AM Jamie Boggett (Cappucina)
8/1/2006 8:11:10 PM PostID: 78987 Jaime finds an open courtyard in the college with a bit of grass, a stone bench, and a tree. And, she gives each of the commands a separate command word. Then, she practices. She learns how to use the rope by trial and error. The comand to entangle is, Tangle! The comand for manufacturing objects is, Form ________! The command to become a staff is, Attention! Orolin finds her holding one end of the rope, the other is successfully grappling the bench.
She gives him a huge grin.. "It works great. I've named it - String Thing. It's become a most unusual...er...pet. Thanks for all your help."
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Cappucina
Courageous Warrior
11/21/2006 11:50:14 AM
PostID: 104773
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Jamie Bogget has 50 TU to figure. How far along can she get with the following..... --------------- 1) Jamie researches the various uses of Purple Roxo Die. She is convinced it has more properties than just being a nice color for royalty to wear. Does it do anything other than color clothing purple? How is it most effective?
2) Jamie stocks up her spell component pouch. She needs all sorts of weird things - tiny bells, tiny mirrors, insense, honey comb, dead spiders, and so forth. She also needs some silver powder and crystals and such.
3) Jamie goes and picks up her reward from Luther at the Gryphon's Pheather magic shoppe. She may trade in some of the stuff, like the silver pot, for something more useful to her right there in the shop.
4) Jamie develops connections with other arcane magic users. She rents out a workshop bench from one of them and crafts a Wondrous Item.
5) Jaime researches information on other rulers who have come to power like Philip the Bold and about previous plagues. She's got connections to the Inklings who are a wealth of information. Before, she was only interested in entertaining stories. Now, she's interested in the stories because history has a way of repeating itself and she is going to try to figure out the future from the past.
6) Jamie gathers as much information as she can about the East. She hits libraries and read and reads. She'll interview any old man or woman known to travel East back in the day when it was more safe - merchants and whatnot. And, she'll interview any of the refugees she finds coming out of the East.
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Cappucina
Courageous Warrior
8/18/2008 10:18:32 AM
PostID: 243232
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100/182
minus 25 - 6 suggestion x2, 1 shield, 6 globe, 6 repulsion, 3 nondetection....plus 3 for metamagic, (now at 157) add 13 for an hour's rest, -3 blur (now at 167) daylight -9, chain lightening -8, disintegrate -8 (now at 142)
Mass Bear's Endurance -8, quickened dispe vs. spider climb -9, undeath to death -8, quickened dispel vs. summoned vermin -9, daylight -3, hold monster -5 (now at 100) ------- 91/182 fatigued 60/182 exhausted
This post last edited on 4/8/2009 10:30:49 AM
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Cappucina
Courageous Warrior
4/9/2010 7:22:04 PM
PostID: 349191
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Jamie went from 13th level to 14th level today. Her hit points went up 3 (2+1). Her BAB went up to 7/2. 4 skill points went one each to concentration, spellcraft, bluff, and perform. Her raven gained 1 hit point.
Jamie has access to 7th level spells and her spell point system increased to reflect the new level and a new bonus for each spell level. Secure Rolls: spot 1d20(2)+2 = 4 memory 1d20(20)+0 = 20
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Cappucina
Courageous Warrior
8/7/2010 1:52:57 PM
PostID: 370039
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Wages of Sin Enchantment (Compulsion) [Good, Mind-Affecting] Level: Sorcerer/wizard 6 Components: V, Abstinence Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft/level) Target: One evil creature/level Duration: 1 round/level Saving Throw: Will negates Spell Resistance: Yes The affected creatures’ own evil thoughts and impulses blossom in their minds into intense suspicion and distrust. Each subject becomes convinced that its own allies are plotting to kill it at any moment, and attacks the nearest evil creature using whatever attack form (melee or ranged attack, spell, supernatural or spell-like ability) is most effective against that foe, to the best of its knowledge. Affected creatures do not completely ignore other threats, but attack evil creatures in preference to any other foes. Abstinence Component: You must refrain from intoxicants and stimulants for one week before casting this spell.
Bolt of Glory Evocation [Good] Level: Glory 6, GloryPr 6 Components: Verbal, Somatic Use your holy symbol or similar object as a Divine Focus Casting Time: 1 standard action Range: Close (25 ft. + 5ft./2 levels) Effect: Ray Duration: Instantaneous Saving Throw: None Spell Resistance: Yes BOOK REFERENCE(S): D&D's Draconomicon, and the Book of Exalted Deeds
You project a bolt of positive energy at a single creature. You must make a successful ranged touch attack to strike your target. The bolt deals 1d6 points of damage per two caster levels (maximum 7d6). Against undead, evil outsiders, and creatures native to the Negative Energy Plane, the bolt instead deals 1d6 points of damage per caster level (maximum 15d6). The bolt deals no damage to good outsiders or creatures native to the Positive Energy Plane.
GloryPr stands for Glory Prestige. Both domains are both D&D sanctioned. One is from the Book of Exalted Deeds, the Glory Prestiege is explained on page 122 of the Draconomicon. So unless you are using a particular prestige class, please use this spell from the Book of Exalted Deeds, this spell is exactly the same and level as described in BOTH books but both domains are very different so be careful. Please refer to the Domains page for more details.
Ability Rip Transmutation Level: Sor/Wiz 7 Components: Verbal, Somatic Material Component: A caterpillar in a cocoon Casting Time: 1 hour Range: Touch Targets: Two living creatures Duration: 1 hour/level Saving Throw: Fortitude negates; see text Spell Resistance: Yes BOOK REFERENCE(S): D&D's Serpent Kingdoms
You rip a supernatural ability of your choice away from one creature and transfer it to another. The two creatures must be within 30 feet of each other and remain conscious throughout the casting of the spell. In exchange for this new ability, the recipient permanently loses a supernatural ability it already possesses. If it has none to exchange, it instead loses two class levels (or 2 Hit Dice if it has no class levels). Class features cannot be transferred by means of this spell. The spell fails if used to transfer an ability to a creature that lacks the proper body parts, size, or other criterion for its use, or if the target creature has fewer than 2 Hit Dice and no supernatural abilities to trade. Either subject may negate the transfer with a successful Fortitude save.
Antidragon Aura Abjuration Level: Clr 4, Sor/Wiz 4 Components: Verbal, Somatic Use your holy symbol or another object as a Divine Focus. Material Component: A chunk of Platinum worth at least 25 gp (slightly less than 1 ounce). Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Area: 1 creature/two levels, no two of which can be more than 30ft. apart Duration: 1 minute/level Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) BOOK REFERENCE(S): D&D's Draconomicon
All targets gain a +2 luck bonus on Armor Class and on saving throws against the attacks, spells, and special attacks(extraordinary, supernatural, and spell-like) of dragons. This bonus increases by +1 by every four caster levels above 7th (to +3 at 11th, +4 at 15th, and a maximum of +5 at 19th).
suppress breath weapon find weakness in scales hide from dragons detect undead
Arcane Poison Necromancy Level: Sor/Wiz 5 Components: Somatic Material Component: The head of a poisonous snake. Casting Time: 1 standard action Range: Touch Target: Living creature touched Duration: Instantaneous Saving Throw: Fortitude partial (see text) Spell Resistance: Yes BOOK REFERENCE(S): d20 Ultimate Arcane Spellbook
With this spell the caster effects the target with a deadly poison by making a successful touch attack. This spell inflicts 2d6 points of temporary Constitution damage and another 1d6 points of temporary Constitution damage one minute later. Each instance of damage can be halved by a successful Fortitude save (DC 10 + caster level).
Aura of Light Evocation [Good] Level: Clr 2, Pal 2 Components: Verbal Casting Time: 1 standard action Range: Personal Area: 10 ft. radius sphere centered on you Duration: 1 round/level (D) Saving Throw: Will negates Spell Resistance: Yes BOOK REFERENCE(S): d20 Ultimate Divine Spellbook
This spell surrounds you with a bright aura equal to a light spell. Non-good creatures in a 10 ft. radius of you suffer a - 1 circumstance penalty to attack rolls, Armour Class, and Reflex saves. Evil creatures also suffer a -1 morale penalty to Will saves. Furthermore, missile weapon attacks directed against you suffer a 20% miss chance, even if those attacks originate from outside the 10 ft. radius. If an aura of light and an aura of darkness come into contact, both are negated. EVIL ALIGNED CREATURES CANNOT USE THIS SPELL!
Suppress Breath Weapon School Enchantment (Compulsion) [Mind-Affecting] Level Brd 3, Sor/Wiz 3 Recharge Time General Version Draconomicon Sources Draconomicon on page 115 Short Description Subject can't use its breath weapon.
Living Greyhawk Unlockable
Name Dragon Ally School Conjuration (Calling) Level Dragon 7, Sor/Wiz 7 Recharge Time General Version SPC Sources Draconomicon on page 111, Spell Compendium on page 72 Short Description As dragon ally, lesser, but up to 18 HD.
Living Greyhawk Unlockable
Name Dragonsight School Transmutation Level Brd 5, Sor/Wiz 5 Recharge Time 6 hours Version Draconomicon Sources Draconomicon on page 112, Spell Compendium on page 73 Short Description Gain low-light vision*, darkvision*, and blindsense*.
Name Earthbind School Transmutation Level Arc 2, Drd 2, Sor/Wiz 2 Recharge Time 30 minutes Version SPC Sources Draconomicon on page 112, Spell Compendium on page 76 Short Description Subject creature can't fly*.
Name Hide from Dragons School Abjuration Level Asn 4, Brd 5, Hoard 4, Sor/Wiz 7 Recharge Time General Version SPC Sources Draconomicon on page 113, Spell Compendium on page 114 Short Description Dragons can't perceive one subject/two levels.
Name Lower Spell Resistance School Transmutation Level Arc 4, Clr 4, Sor/Wiz 4 Recharge Time 5 minutes Groups SR Reducers Version Draconomicon Sources Draconomicon on page 114 Short Description Subject's spell resistance reduced.
Living Greyhawk Unlockable
Name Monstrous Thrall School Enchantment (Compulsion) [Mind-Affecting] Level Domination 9 Recharge Time General Version SPC Sources Complete Divine on page 169, Defenders of the Faith on page 87, Draconomicon on page 114, Spell Compendium on page 142 Short Description As true domination, but nearly permanent and affects any creature.
Name Phantasmal Thief School Conjuration (Creation) [Force] Level Greed 8, Sor/Wiz 8 Recharge Time General Version Draconomicon Sources Book of Vile Darkness on page 100, Draconomicon on page 114 Short Description Creates an unseen force that steals from oth
Name Scale Weakening School Transmutation Level Sor/Wiz 2 Recharge Time 1 hour Version Draconomicon Sources Draconomicon on page 114 Short Description Subject's natural armor weakens.
Living Greyhawk Unlockable
Name Wingbind School Evocation [Force] Level Sor/Wiz 4 Recharge Time General Version SPC Sources Draconomicon on page 80, Spell Compendium on page 240 Short Description A net of force entangles the target, preventing it from charging, running, or flying.
Living Greyhawk Unlockable
Name Incorporeal Nova School Necromancy [Death] Level Arc 5, Clr 5, Sor/Wiz 6 Recharge Time General Version SPC Sources Libris Mortis on page 67, Spell Compendium on page 121 Short Description Destroy incorporeal undead.
Incorporeal Nova Edit 00 1… Incorporeal Nova Necromancy [Death] Level: Cleric 5, sorcerer/wizard 6 Components: V, S Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Area: 50-ft.-radius burst Duration: Instantaneous Saving Throw: Will negates Spell Resistance: Yes
A nova of dissolution dissipates the immaterial bodies of incorporeal and gaseous creatures, destroying them instantly.
The spell destroys 1d4 HD worth of creatures per caster level (maximum 20d4) in the area. Usually, creatures such as shadows, wraiths, spectres, ghosts, and similar creatures are destroyed, though vampires and living creatures in gaseous form are also affected, as are other incorporeal creatures. Creatures with the fewest HD are affected first; among creatures with equal HD, those that are closest to the point of origin of the burst are affected first. No creature with 9 or more HD is affected, and HD that are not sufficient to affect a creature are wasted.
Living Greyhawk Unlockable
Name Ghost Trap School Abjuration [Ectomancy] Level Arc 6, Clr 6, Sor/Wiz 7 Recharge Time 6 hours Version SPC Sources Libris Mortis on page 65, Spell Compendium on page 103 Short Description Incorporeal creatures turn corporeal.
Ghost Trap (Libris Mortis: The Book of the Dead)
Abjuration Level: Cleric 6, Sorcerer 7, Wizard 7, Components: V, S, Casting Time: 1 standard action Range: Personal Target: You Duration: 1 min./level (D)
You are surrounded by a field of energy that negates incorporealness. The radius of the field is 5 feet per caster level. All incorporeal creatures in this field become corporeal. Creatures cannot turn ethereal while in this area, and ethereal creatures cannot become nonethereal while in this field.
Name Spark of Life School Necromancy [Positive] Level Arc 3, Clr 3, Clr 7, Drd 4, Drd 8 Recharge Time General Version SPC Sources Libris Mortis on page 71, Spell Compendium on page 196 Short Description Undead creature loses most immunities.
Spark of Life (Libris Mortis: The Book of the Dead)
Necromancy Level: Cleric 7, Druid 8, Components: V, S, Casting Time: 1 standard action Range: Touch Target: Undead creature touched Duration: 1 round/level Saving Throw: Will negates Spell Resistance: Yes
A touch from your hand limns an undead creature in a faint yellow glow, making it vulnerable to many of the dangers that can harm living creatures. For the duration of the spell, the undead creature is subject to extra damage from critical hits (and thus sneak attacks), nonlethal damage, ability drain, energy drain, fatigue, exhaustion, and damage to its physical ability scores (though it still lacks a Constitution score and thus can't take Constitution damage) as if it were alive. It loses its immunity to effects that require a Fortitude save, as well as its invulnerability to poison, sleep effects, paralysis, stunning, disease, and death effects. However, an undead affected by this spell gains a bonus on its Fortitude saves equal to its Charisma bonus (if any). (The bonus doesn't apply to Fortitude saves against effects that also affect objects). It must breathe, eat, and sleep just like a normal creature (though the last two aren't likely to come into play thanks to the spell's short duration). While it is under the effect of this spell, both negative energy (such as inflict spells) and positive energy (such as cure spells) heal damage to the undead creature, rather than damaging it. An undead creature affected by this spell retains all other traits.
Name Undead Bane Weapon School Transmutation Level Arc 4, Clr 4, Pal 3 Recharge Time 5 minutes Version Libris Sources Ghostwalk on page 59, Libris Mortis on page 72, Magic of Faerun on page 128, Player's Guide to Faerun on page 117 Short Description Weapon gains the bane property and is aligned good.
Name Veil of Undeath School Necromancy [Evil] Level Arc 8, Clr 8, Sor/Wiz 8 Recharge Time 1 hour Version Libris Sources Libris Mortis on page 72 Short Description You gain undead traits.
Living Greyhawk Unlockable
Barghest's Feast Edit 00 1… Barghest's Feast Necromancy [Evil] Level: Cleric 6, sorcerer/wizard 7 Components: V, S, M Casting Time: 1 round Range: Touch Target: Corpse touched Duration: Instantaneous Saving Throw: Will negates (object) Spell Resistance: Yes (object)
The diamond in your hand turns to coal, and then to dust, which sprinkles down upon the corpse. Where it strikes, ebon flames spring up, and when the flames pass nothing remains, not even grave dust. “Return from that one,” you mutter.
Black flames flicker over a corpse, utterly consuming it. You destroy the remains of a dead person or creature, preventing any form of raising or resurrection that requires part of the corpse. There is a 50% chance that a wish, miracle, or true resurrection spell cannot restore to life a victim consumed by a barghest’s feast spell. Check once for each destroyed creature. If the d% roll fails, the creature cannot be brought back to life by mortal magic.
Material Component: A diamond worth 5,000 gp.
Assay Spell Resistance Edit 00 1… Assay Spell Resistance Divination Level: Cleric 4, sorcerer/wizard 4 Components: V, S Casting Time: 1 swift action Range: Personal Target: You Duration: 1 round/level
Finishing the spell, your eyes glow with a pale blue radiance, and you understand how to overcome your foe’s resistance to your magic.
This spell gives you a +10 bonus on caster level checks to overcome the spell resistance of a specific creature. Assay resistance is effective against only one specific creature per casting, and you must be able to see the creature when you cast the spell.
This post last edited on 5/27/2012 9:55:33 AM
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