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New Spells
Alicorn Lance
Evocation [Force]
Level: Clr 2, Drd 2
Components: V, S, M, DF
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Area: One creature
Duration: 1 round/level
Saving Throw: Reflex half
Spell Resistance: Yes
Upon casting this spell, a shimmering silver horn-like construct of pure force appears over the brow of the caster. At any time within the duration of the spell, the caster may indicate a single target as a free action. The alicorn lance will launch itself at that target, striking unerringly. The alicorn lance inflicts 1d8 + 1/caster level (to a maximum of +10), though the target may make a Reflex save for half damage.
The target of the spell is bathed in silvery radiance after the alicorn lance impacts it. This radiance, which is treated as the faerie fire spell, lasts for the remainder of the spell's duration. Thus, if an 8th level cleric of Lurue casts this spell and then launches it on the third round, the target of the spell continues to radiate silvery light for five rounds after.
Material Components: a lock of unicorn's mane.
{Note: Alicorn lance first appeared in Powers & Pantheons)
Detect Lycanthropes
Divination
Level: Clr 1, Mkn 1, Sor/Wiz 1
Components: V, S, M/DF
Casting Time: 1 action
Range: 60 ft.
Area: Quarter circle emanating from you to the extreme of the range
Duration: Concentration, up to1 minute/level (D)
Saving Throw: None
Spell Resistance: No
You can sense the presence of lycanthropes within the spell's area. This spell detects both afflicted and natural lycanthropes but it cannot distinguish between the two, nor can it identify the lycanthrope's species. The amount of information gained depends on how long you study a particular area or subject.
1st Round: Presence or absence of lycanthropes.
2nd Round: Number of lycanthropes in the area and the condition of the healthiest lycanthrope.
3rd Round: The condition and location of each individual present. If a lycanthrope is outside your line of sight, then you discern its direction but not its exact location.
Conditions: For purposes of this spell, the categories of condition are as follows:
Normal: Has at least 90% of original hit points, free of disease.
Fair: 30% to 90% of original hit points remaining.
Poor: Up to 30% of original hit points remaining, afflicted with a disease, or suffering from a debilitating injury.
Weak: 0 or fewer hit points remaining, afflicted with a disease in the terminal stage, or crippled.
If a creature falls into more than one category, the spell indicates the weaker of the two.
Note: Each round you can turn to detect things in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.
Arcane Material Component: One hair from a lycanthrope.
Detect Ward
Divination
Level: Sor/Wiz 2
Components: V, S
Casting Time: 1 action
Range: 60 ft.
Area: Quarter circle emanating from you to the extreme of the range
Duration: Concentration, up to 1 minute/level (D)
Saving Throw: None
Spell Resistance: No
You can sense the presence of an active ward within the spell's area. The amount of information gained depends on how long you study a particular ward.
1st Round: Presence or absence of a ward.
2nd Round: Area of effect of the ward.
3rd Round: The relative condition of the ward. This reveals the relative current strength of the ward, but not its actual strength.
Conditions: For purposes of this spell, the categories of condition are as follows:
Normal: Has at least 90% of original strength.
Fair: 30% to 90% of original strength remaining.
Poor: Up to 30% of original strength remaining.
Note: Each round you can turn to detect things in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.
Enlarge Ward
Transmutation
Level: Sor/Wiz 3
Components: V, S, F
Casting Time: 1 full round
Range: Personal
Area: 1 ward
Duration: 1 round/level (D)
Saving Throw: None
Spell Resistance: No
This spell temporarily enlarges the area affected by a ward. A ward's can be enlarged by 10'/2 levels of the caster. So an 8th level caster could enlarge a ward's radius to 70'.
This effect does not stack with itself or any other enlarging effect.
Focus: The caster must have a ward token keyed to the ward he wishes to enlarge.
Moonbow
Evocation [Light]
Level: Mkn 2
Components: V, S, DF
Casting Time: 1 action
Range: 0 ft.
Duration: 1 round/level
Effect: Creates 1 bow
Saving Throw: None
Spell Resistance: No
This spell creates a crystalline bow only the caster can use. The bow has all the attributes of a shortbow or longbow, as chosen by the caster during the casting. A thin beam of silvery light serves as the bowstring, and when it is drawn back a shimmering, silver arrow made of positive energy appears. When the bow is fired, a stream of moonlight trails each shaft as it flies along its path. The bow can fire a maximum of two arrows per round, and a successful ranged touch attack is required to hit the target.
The effects of a successful hit vary according to the type of target:
· Dispels magical darkness of 4th level or lower.
· Deals 1d8 damage/2 levels to living creatures.
· Deals 1d8 damage/level to undead or lycanthropes.
If the caster releases the bow for any reason, it fades into a cloud of luminescence that dances for 1d4+1 rounds and then vanishes into nothingness.
Protection from Wards
Abjuration
Level: Sor/Wiz 7
Components: V, S, F
Casting Time: 1 action
Range: Touch
Effect: Creature Touched
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No
The character is completely protected from all ward effects and spells. He is considered to have an unbeatable SR against any effect or spell generated by a ward (even those channeled by a Spellguard using the Share Ward ability).
Focus: The recipient must carry a gem of at least 750gp value for the duration of the spell. If this gem is lost, the spell ceases to function.
Reveal Ward
Divination
Level: Sor/Wiz 3
Components: V, S
Casting Time: 1 full round
Range: Personal
Effect: Reveals strength and total spell levels of a ward.
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
The character can determine specific properties of a ward in which he is standing. After the casting is complete, the caster immediately knows the current strength of the ward as well as the total number of spell levels it has. Individual spells and abilities are not revealed, nor is the breakdown of levels (i.e. 1 0-level spell, 2 1st-level spells, etc.).
Suppress Ward
Transmutation
Level: Sor/Wiz 4
Components: V, S
Casting Time: 1 full round
Range: You
Area: 1 ward
Duration: Concentration, up to 1 round per level
Saving Throw: None
Spell Resistance: No
The character can suppress the abilities of a ward he currently occupies. He makes a caster level check (1d20 + caster level) against the current strength of the ward. If he succeeds he suppresses one power level for every point by which he exceeded the ward's current strength, starting with the weakest powers and moving toward the strongest. Powers cannot be partially suppressed, so if there are not enough suppression points left to completely overcome the next ability, it remains intact.
For example, Shazzad the Red is attacking his archenemy's stronghold. His enemy, the Ogre Mage wizard Gha'Farrah, has warded the drawbridge to his castle. The ward has a current strength of 11 and contains detect magic, protection from elements, and spell turning. Realizing that Gha'Farrah will be nearly unstoppable with these protections, Shazzad decides to try to suppress the ward. He casts the spell and makes a caster level check with a result of 19. He successfully suppresses the ward's detect magic (0-level) and protection from elements (3rd-level), but since he only beat the ward's strength by eight points he doesn't have enough power left to suppress the spell turning (7th-level).
Unravel Ward
Divination
Level: Sor/Wiz 8
Components: V
Casting Time: 1 action
Range: Personal
Area: 1 ward
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
This powerful spell allows the formula for a particular ward to be undone, thus permanently destroying the ward. The caster must make a caster level check (1d20 + caster level) against the full strength of the ward (not its current strength) in order to affect the ward in this manner. Success completely and permanently destroys the magic in the ward focus. That particular focus can never be used again, even if it is put through the cleansing ritual.
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