| Topic: Healing,
Conjuration, and Necromancy (in progress) |
Arcane Bolt¥
Bladed Leaf
Bouancy
Favorable Wind
Firebolt
Forcast
Gershwin's
Gather
Harden
Hull
Imbue
Undead With Spell Ability¥
|
Projectile Vomit
Prophecy
(Under development)
Protect
the Sails
Sheath
Tattoo
Signal
Flare
Submerge Ship
Understand Object
Wall of Water
Also, see the Feats page for the Enhance
Undead metamagic feat.
|
*I've
borrow something, usually just a name, from someone else.
If you think I'm ripping you off, let
me know.
¥A
converted spell from another source, usually an AD&D source.
|
Arcane
Bolt¥
Evocation [Force]
Level: Sor/Wiz
1
Components: V,S
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Target: One creature
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
Your enemies
are familiar with some of the somatic components of this
spell, but you always enjoy the look of confusion on
their faces, right at the end.
A bolt of magical
energy shoots forth from your fingertips dealing
1d6+1
points
of damage.
For every
two levels
of experience past 1st, the base die increases,
and the bonus doubles. At 3rd level, you deal 1d8+2,
5th 1d10+4, and 10th, 1d12+8. This spell
counts as magic missile for spell, items, or special
qualities
that protect a target from magic missile,
such as
a Brooch of Shielding and Shield.
Obviously this
spell lacks somewhat compared to magic missile. The true
quality of this
spell becomes relevant
at levels beyond 10th. For every two levels
beyond 10th an additional +3 is added on
to the damage,
to a maximum of 1d12+23 at 20th level.
Smart
DMs won't allow a player to have both Arcane
Bolt and Magic Missile in
their repertoire. -Sultan
|
Bladed
Leaf
Transmutation [Nature] Level: Rgr
1, Drd 1
Components: V,S,M
Casting Time: 1 action
Range: Close (25ft+5ft/2 levels)
Area: 10ft radius
Target: Up to 6 targets, no two
of which can be more than 15ft apart
Duration: 1 rnd/level
Saving Throw: Varies (Reflex)
Spell Resistance: Yes
Leaves
fly about you as though born on a local whirlwind,
centered around you. The leaves glisten with due...
or is that the shine of a sharp edge?
Two versions
of the spell exist; First, a small, cylindrical
whirlwind of sharp leaves can be summoned up,
dealing 1d8 points of damage to all caught within
it, adding
+1 per level (max of 1d8+20). The whirlwind
can be directed by the caster as a standard action,
moving
15ft/rnd. The whirlwind, if centered on a person,
can be commanded to turn inward, dealing maximum
damage with no saving throw, but ending the
spell.
A target receives a reflex save to avoid having
the spell targeted on them; if the save succeeds,
the
spell is centered 10ft closer to the caster.
Anyone exposed to the whirlwind either when it’s
created or afterwards, is allowed a reflex
save to halve
the damage. The leaves can be conjured around
a willing recipient, and willed move with him.
Second,
the caster may choose to target individual enemies
with razor sharp leaves that speed through the air.
The caster makes an attack roll for each leaf. Each
leaf deals 1d6+1 points of damage, and the caster
gains 1 leaf for every three levels of experience
(to a max of 6 leaves). A shield spell will protect
from these leaves as though they were magic missiles.
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Bouyancy
Transmutation
Level: MarM 1, Sor/Wiz 1, Bard 1,
Druid 0
Components: V
Casting Time: 1 free action
Range: Close (25ft. + 5 ft./2 levels)
Target: One medium or smaller object
or creature/level, no two of which may be more than
20ft apart.
Duration: 1 round/levl
Saving Throw: Will negates (harmless) or Will
negates (object)
Spell Resistance: Yes (object) Upon casting this spell you feel lighter in the water and
better able to swim.
The affected creatures or objects are buoyant
in water; objects float on the surface, creatures gain
a +20 to swim
checks, so long as they are trying to reach (or stay at)
the water’s surface. You can cast this spell with an
instant utterance, quickly enough to save yourself if you
are unexpectedly submerged. Casting the spell is a free action,
like casting a quickened spell, and it counts toward the
normal limit of one quickened spell per round. You may even
cast this spell when it isn’t your turn.
Back
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|
Favorable Wind, Lesser
Evocation [Air]
Level: MarM 1, Druid 1
Components: M, S, V
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: One sailing vessel of any size.
Duration: Concentration + 1 minute/level
Saving Throw: None
Spell Resistance: Yes (object)
The
winds rise, the sails fill, and the sea
beckons.
After casting this spell, the target vessel
has a favorable wind at its back. The ship’s speed
increases by 15% and any
combat maneuver DCs
are lowered by 5 for
the duration of the spell. The
caster must make a Concetration check once a minute, to sustain
the spell; when the caster fails the check, or fails to make
a check, the spell continues for 1 minute per caster level,
then the wind dissipates.
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Favorable
Wind, Greater
Evocation [Air]
Level: MarM
3, Druid 3
Components: M, S, V
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: One sailing vessel of any
size per four levels.
Duration: 1 hour/level
Saving Throw: None
Spell Resistance: Yes (object)
This spell functions like Lesser Favorable
Wind, but with increased duration and targets, and caster
concentration is not required.
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Firebolt
Evocation [Fire]
Level: MarM 2
Components: S, M, V
Casting Time: 1 standard action
Range: Close (25ft. +5ft./2 levels)
Area: One 5’ sqare per 3 levels,
no two of which can be more than 20ft apart.
Duration: Instantaneous
Saving Throw: Sometimes Reflex (Half)
Spell Resistance: Yes
Flames rise from your hands to form small orbs of fire which
you fling mercilessly at your opponents.
With this spell you can throw bolts of fire that target
a small area. You must make a ranged touch attack against
AC 10 to target each square; if you fail the firebolt hits
one of the eight squares surrounding your target square (use
a d8 to determine which square). Each firebolts deals 2d4
+1 point per caster level (maximum +5), but anyone an effected
square may attempt a Reflex save for half damage.
Additionally,
this spell causes flammable materials in the spells area
of effect to ignite; easily flammable objects (such as
parchment, hay, and tapestries) do not receive a saving throw,
less
flammable objects (such as wood, plaster, or tarred thatch)
can make a Reflex save DC 10 to avoid igniting. Objects
on fire take 2d4 damage per round; this damage is not protected
by hardness.
The material component for this spell is a pinch of tar
rolled in ashes.
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Forcast
Divination
Level: MarM 0, Druid 0, Rgr 1
Components: M, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No
You close your eyes and your awareness of the environment
expands to include all that you can see and more; there is
a storm on the horizon.
Upon completion
of this spell, you gain a +20 to your next Survival check
made to determine the weather in the next
24 hours. The material component for this spell is the feather
of any bird.
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Gershwin's
Gather
Universal
Level: Wiz/Sor
Any Level, Bard Level 1-3
Components: V, S, M (focus)
Casting Time: Full-Round Action
Range: special
Area of Effect: special
Duration: until used
Saving Throw: Special
Spell Resistance: Yes
An
enterprising young apprentice, Gershwin Alturan
was as fascinated with gems as much as with magic.
Early
in his career he developed this spell not only
to enhance his relatively minor magical talents,
but
to also have more of a reason to claim whatever
gems his party came across.
The spell
enchants one gem
with magic energy to be used in augmenting future
spells, much as certain metamagic feats do. For
example, to use the Quicken Spell feat on a 1st
level spell
normally, you'd have to memorize the spell four
levels higher, or at 5th level. With Gershin’s Gather,
you can prepare ahead of time a gem with 5 levels
of “spell energy” to augment any 1st
level spell you choose. Any Gem to be used, but
must be at least 50gps per level of energy to be
stored,
i.e., 5th level=250gps value minimum.*
To
use this spell, the caster places one daily spell
slot of any castable level into the gem instead of
casting a spell of that level that day. This process
is just like casting a spell, but instead of the
energy manifesting itself in some fashion it is channeled
and held in the gem. Using a gem to augment a spell
counts as a free action, so long as the gem to be
used is with in easy reach, i.e., held in a belt
pouch or worn on a necklace or ring; otherwise, follow
the rules for retrieving a stored item. Only one
gem can be used per casting of a spell, but a gem
can be combined with a spell altered by a metamagic
feat.
Later
in his career, Gershwin added on to his spell, by
allowing the gem to release the energy with in it
on its own, not combined with a spell. Used in this
fashion, the caster utters a command word, and throws
the gem. Upon impact, the gem explodes dealing 1d12
points of damage for every level of energy stored
within it, (1d6 for 0 level). The blast radius is
15ft, and a successful reflex save (DC 15+level of
energy stored) will reduce this to half damage. The
restrictions on gem quality, (50gps per level) still
apply, with 10gps for 0 level.
The
arcane focus for this spell is the gem to be enchanted,
which is consumed either when augmenting a spell,
or detonating the gem.
|
Harden Hull
Abjuration
Level: MarM 3
Components: M, S, V
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: One sailing vessel of any size
per four levels.
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: Yes (object)
The wood of your ship creaks as it hardens; instantly
your ship is an impenetrable rock floating in the open
sea.
After casting this spell, the hull, deck, and mast of
the target vessel(s) gain +10 hardness.
Back
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|
Imbue
Undead With Spell Ability
Evocation
Level: Sor/Wiz
6, Clr 6
Components: V,S
Casting Time: Full-Round
Range: Touch
Target, Effect, or Area: Undead
Touched
Duration: 1 hour/level
Saving Throw: Will negates
(harmless)
Spell Resistance: Yes (harmless) Upon
completion of this spell, you feel as if you
had just cast a number of spells in rapid succession.
The undead creature in front of you commands your
spells now.
This spell allows you to transfer a number of your
spells and the ability to cast them into a creature
of the undead type. The spell grants the undead the
ability to cast each imbued spell once, within the
duration. Treat these imbued
spells as spell-like abilities for purposes of casting,
resistance, and attacks of opportunity.
Spontaneous
spellcasters, such as sorcerers and favored souls,
can imbue any spells
they know how to cast, subject to the restrictions
below. Casters who prepare spells, such as wizards
and clerics, can imbue any spell they have currently
prepared.
In either case, you can imbue one spell per three
caster levels, with a maximum spell level of one-third
your caster level, rounded down (maximum 5th level).
Multiple castings of imbue undead with spell
ability do not
stack; the latest casting overrides a previous
one. There is no limit to the number of undead
you can imbue.
The transferred
spell’s variable characteristics
(range, duration, area, and so on) are determined
according to your level. For each spell you imbue,
you lose access to one spell per day of the same
level imbued until the imbued spell is used, dispelled,
or the undead creature is destroyed. If dispelled,
the imbued spell is lost just as if the undead had
cast the spell.
In an
anti-magic field the undead loses the ability to
cast the imbued spells, but regains the spells
again if it leaves the field (as long as the spell’s
duration hasn’t expired). If any imbued spell
requires a focus or material component, you must
have it on your person when the spells are imbued
and material components are consumed at that time
(along with any XP cost).
Material component: a small scroll of paper upon
which is written the name of the imbued spell(s).
This
spell and permanency: If you
cast permanency immediately
after casting imbue undead with spell ability,
the target undead gains the ability to cast each
imbued spell once per day. You still
lose the
required spell slots for 24 hours. You expend
500 xp per spell level imbued. Use the following
chart
to determine what level spells you can make
permanent according to your caster level. Once
made permanent, multiple castings of imbue
with spell ability do stack.
Level of Imbued Spell |
Required Level for Permanency |
0/1st |
9th |
2nd |
10th |
3rd |
11th |
4th |
12th |
5th |
13th |
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|
Knot/Untie
Transmutation
Level: MarM 0, Bard 0
Components: S, V
Casting Time: 1 standard action
Range: Touch
Target: Lose knot on a rope
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
As you touch your finger to the loosened knot, you see it
tighten as though tied by a professional.
The knot you target with this spell is “retied” as
though the person who tied it had rolled a 20 on their Use
Rope skill check. The knot is subject to the same forces
of time and weather that will losen any knot.
The reverse of this spell will losen any knot as though
the person who tied it had rolled a -20 on their Use Rope
skill check.
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|
Level: Arcane
9 Divine 8
Components: V, M (focus)
Casting Time: Ritual
Range: The same plane as the caster.
Duration: Untill Fullfilled
Saving Throw: none
Spell Resistance: none
With
the casting of a prophecy spell, an event is foretold,
and conditions are set which must occur in order
for the event to take place. No specific names,
places, or dates can be named in the conditions
of the spell.
Further, specifics such as a person’s race
also cannot be plainly stated. Though specific
detail can be alluded to, the purpose of prophecy
is to
span the ages, and since terms for times and places
are fickle, such elements will cause a false prophecy.
For this reason, prophecies are often cryptic and
must be decoded. Naturally, the conditions set
forth in the spell must equally balance the event
of the
prophecy (i.e. if the event is a big one, the more
conditions must be met).
Prophecy
differs from Wish in that it can accomplish anything,
provided the difficulty of completing the circumstances
is comparable to the results. The more specific the
prophet is with the outcome, the less chance for
error, but also the less chance for a fulfilled prophecy.
Focus: Regardless of the medium, the prophecy must be written
when cast. Example: When
the Moon runs red over a copper sea
And Wolves howl after burning knights
Azarial will be born in the wake of seven serpents.
The
possible definitions of this are nearly limitless.
The fact that Moon and Wolves are capitalized suggests
they are proper nouns, so could be referring to individuals
or groups of people, or just wolves and a moon (there
would have to be multiple moons to avoid the direct
naming).
Now
it might have been that in the time when this prophecy
was written, there was a body of water called the
Copper Sea, but the prophet did not name it specifically
and thus avoided the direct naming clause. Other
interpretations might be a field of copper colored
grain, or a lake of the molten alloy.
Seven
serpents is at once both versatile and restrictive;
serpents could be anything from actual snakes to
winding rivers with snake-like names, but however
you interpret serpents there must be seven of them.
Azarial
is a proper name, but he is the result of the conditions
being met, therefore he can be directly named.
Likewise if the prophet wanted an entire city resurrected,
he could list each person’s name, or the city
as a whole.Being that he only named Azarial, it could
be anything from a demon named Azarial, to a village,
to a new way of warfare. Now, depending on the circumstances
set, Azarial the demon might come if slaughter and
chaos are the events taking place, but Azarial the
angel might come if dancing and smores are what’s
going on. 1)
Mike “Mad Moon” Morgan, leader of Vorgan
Legion, a band of outlaw-knights whose symbol is
a flaming fist, is fleeing across the Henna Plains,
pillaging as he goes. He is being chased by the
Grey Fathers, a lawful knightly order whose symbol
is
a grey wolf.
During
this conflict, a dwarf settlement far to the north
has opened a waterway to the surface, creating seven
distinct rivers that wind and twist, so they give
them the names of local snake varieties. Thus Azarial
is born in the communities that grow around these
rivers. In this case, Azarial could be the name of
a community, a dwarf-lord who unites the kingdoms,
or a demon possessed half-dwarf child.
2)
The great archmage Symozud has watched the heavens
and manipulated events toward fulfilling this prophecy
all his life. Tonight, when the Great Moon is low
over Clearwater Bay, just as the sun is setting
turning the water a coppery-hue and the moon a
stark red,
his werewolf servants will set fire to the constabulary
barracks, and the seven naga clans will surface
from the bay and lay waste to the city. Thus Azarial
will
be born in the carnage that Symozud’s massacre
will bring. In this case the result would almost
certainly be Azarial the demon, as the circumstances
were all fulfilled intentionally, in the same location,
and Symozud probably knew who he’d be birthing. 3)
The great floating citadel hovered above the Tower
of the Moon, blocking the sun. The elves gathered
within to defend their beleaguered home saw the
first waves of draconians begin to float down from
above;
the Kapak had come. The elven arrows found their
mark more often than not, and scores of dragon-men
fell from the sky, their bodies turning to coppery-acid
mid air, and landing on the tower, the elves, the
courtyard. When battle is joined the air becomes
thick with the acrid stench of acid eating flesh
and stone, the blood of the elves slicks the floors
and walkways as they are slaughtered from above.
Outside the elven city, the Knights of Takhisis
set fire to the elven woodland, their army of worg
riding
goblins guarding against ambush. A few elves attempted
escape by Griffon-back, but Sciron’s Seven,
great dragons and their riders ruled the sky, harkening
doom to all who rose above the trees. Thus Azarial
is born within the sound of the dragon’s
cry, and would likely also be the demon, because
of the
sheer carnage and chaos, but conceivably could
result in Azarial, the great elven Dragonslayer.
-This spell is still uh... a work in progress.
Seriously. -Sultan
|
Projectile
Vomit
[Conjuration] (Creation) [Acid]
Level: 1
Wiz/Sor, 2 Bard
Components: V, S,
M, F
Casting Time: 1 action
Range: 10ft line
Duration: Special (See Below).
Saving Throw: 1/2 Reflex
Spell Resistance: Yes
When
you cast this spell you belch forth a repulsive
spray of acidic vomit. As
dangerous as this spell is to you, seeing the
disgusted look on your enemies' faces never
gets old. It's a different kind
of magic when onlookers start puking. Projectile
Vomit creates
a line of acid that shoots from your mouth out
to the range indicatd,
and deals 1d4 points of damage per caster level
(max 5d4). Targets in the spells area of effect can attempt
a reflex save for half damage.
For
every three levels that the caster has achieved,
the acid, unless somehow neutralized, (i.e.;
jumping in water, protection from acid spell,
etc) lasts for another round, inflicting another
1d4 points of damage each round. So at 3rd-5th
level, the acid lasts two rounds, at 6th-8th
level it lasts three rounds, up to four rounds
at 9th level.
Any
time the spell is used, the caster must make
a Fortitude save (DC=15+number of times the spell
has been used in the last 10 days). Failure indicates the caster suffers from severe ‘acid
breath’ for one day for every point of damage
inflicted in the first round. The effect on the
caster is a -4 penalty to all charisma checks
and skills with charisma as the relevant ability.
Additionally,
each time the caster must check against a
target’s
spell resistance two checks are made. The
first determines the success of the spell
on the target,
the second determines if any backlash affects
the caster. If the second SR check fails, the caster suffers
half the damage that would have been dealt the
target, and is unable cast spells, yell or even
speak above a whisper, for one day for every 3
points of damage dealt. There
is no save for backlash. If
the first SR check succeeds, no second one is needed.
|
Protect
the Sails
Transmutation
Level: MarM
2, Sor/Wiz 2
Components: M, S, V
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: One sailing vessel of any size
per four levels.
Duration: 1 hour/level
Saving Throw: None
Spell Resistance: Yes (object)
The the sails of your ship snap in the wind; visibly
they are unchanged, but now your magic protects them.
After casting this spell, the sails of the
target vessel(s) gain Fire Resist 15 and +10 hit points.
This spell can also be applied to other large collections
of canvase, such as tapestries and tarps.
The material component for this spell is a pinch of brick
powder.
Back
to top |
Sheath
Tattoo
Transmutation
Level: 0Sor/Wis,
0Bard, 0Asn
Components: V, S, M
Casting Time: Ritual
Range: Touch
Target: 1 creature
Duration: 1 hour/level
Saving Throw: Will negates
Spell Resistance: Yes
Intricate
tattoos of weapons appear on your skin. You're
such a badass now.
Upon casting,
the chosen weapon appears as a tattoo on the
recipient's skin, and will
be released to the recipient's hand as a free
action. The tattoo
will remain for 1 hour/level of the caster
who created the scroll.
This spell functions for medium and small weapons
only,
but
the same
spell
memorized
or cast as a 1st level spell will include Large
and Huge weapons. Projectile weapons can be stored
with 5 shots.
(i.e. 5 crossbow bolts, 5 arrows, 5 sling
bullets, etc.)
Focus: An artist's rendition of the weapon to be sheathed,
and the weapon itself.
This spell
and permanency: You must be 9th level and expend
500 (or 1000 for a 1st level spell) XP to make
this spell permanent. When Sheath Tattoo is
made permanent, the recipient can "draw" his weapon
once a day. The tattoo disappears after each use,
but returns the next day in the same location.
|
Signal Flare (a.k.a Fireworks)
Conjuration (Creation, Sonic)
Level: MarM 3, Bard 3
Components: M, S, V
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Area: 20 ft. radius spread.
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: Yes (object)
A burst of light shoots forward and up at your command,
then explodes in a brilliant flash of light and sound.
You blast the area with effects similar to Glitterdust and Sound
Burst combined in one spell. Every creature in
the area takes 1d8 points of sonic damage and must succeed
on a Fortitude save to avoid being stunned for 1 round.
Creatures that cannot hear are not stunned but are still
damaged.
Additionally,
a cloud of rainbow-colored particles covers everyone
and everything in the area, causing creatures
to become blinded and visibly outlining invisible things
for the duration of the spell. All within the area are
covered by the dust, which cannot be removed and continues
to sparkle until it fades. Any creature covered by the
dust takes a –40 penalty on Hide checks.
The material component for this spell is a pinch of phosphorous
or gun powder.
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to top |
Submerge Ship
Evocation [Water]
Level: Sor/Wiz 7, MarM 6
Components: V, S, F
Casting Time: 10 minutes
Range: Touch
Target: Ship touched
Duration: 1 hour/level
Saving Throw: None
Spell Resistance: No
You grant the ship touched a swim speed of 60ft. The ship's
speed and direction can be controlled by you as a free action.
The ship itself is protected from water or pressure damage, and
all interior spaces of the ship remain dry, even if a doorway
or porthole is open while the ship is submerged. Any creature
onbaord the ship when the spell is cast can move about the ship
with ease as if it were afloat on a calm sea; this includes climbing
and jumping. These creatures can breathe water for the duration
of the spell and do not suffer damage from water pressure so
long as they remain within ten feet of the ship. External forces,
such as a storm or an angry dragon, can still jostle the ship
and cause it to shake and possibly knock passangers and objects
from it, but nothing falls from the ship as a result of the direction
of your movement.
You can transfer control of the ship to another individual
by giving that individual the miniature rudder you used as a
focus to cast the spell. If the focus is ever lost or becomes
unattended, the spell's duration ends.
Once the spell ends, the magic lingers for one additional
round per caster level. During this time the ship ascends to
the surface at a rate of 60 feet per round. If the ship is still
underwater when these rounds end, it immediately sinks and
its passengers and crew risk drowning.
Focus: A miniature wooden rudder inlaid with silver, worth
2,500gp.
(This spell
originally appeared in Dragon magazine, issue
#314) -Sultan Back
to top |
Understand
Object
Universal
Level: Brd
1, Sor/Wiz 2
Components: S, M
Casting Time: 1 minute
Range: Touch
Targets: One touched object
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
Understand
object determines the non-magical functions of an
object or technological item. The caster must handle
or touch the object throughout the casting time and
spell duration to gain any knowledge. If the item
has more than one function, the spell identifies
its most general or most likely use. Casters can
gather further information about the item only through
additional uses of the spell. Understand object does
not reveal magical functions (as identify would),
only mechanical operations.
The
spell is used most often to help casters understand
the nature and use of an object from another technological
level (such as a firearm found in a world where such
weapons don't normally exist), or to gain some clues
to extremely complex gadgets or puzzles.
If
used in the latter manner, however, this spell can
prove very, very dangerous. Using understand object
to figure out how a trapped device operates can be
disastrous, as the spell does not distinguish a harmful
nonmagical trap from any other gadget! And, since
the spell starts with the easiest or most general
effect first (and traps are often much easier to
trigger than non-trap functions of an item), understand
object may just tell you how to kill yourself.
For
example, a character might cast the spell on three
interlocking rings found on what appears to be the
locking mechanism of a box. The first use of the
spell tells the caster that the interlocking rings
are, indeed, a locking mechanism and they have to
be turned in a certain way to cause a needle to spring
out of the box (a trap, though the spell doesn't
tell the caster that). On a second use of the spell,
the caster learns that turning the interlocking rings
also can cause the box to open. Since the interlocking
rings have no other function, further uses of the
spell reveal nothing. If opening the box causes a
fire trap to go off in the opener's face that is
not revealed, since fire trap is a magical effect.
But
when the spell is used in its most basic way, it
can be a boon to adventurers who encounter technological
items and strange objects that they have no way of
understanding without help. New exotic weapons, high-tech
gadgets, and the like are the province of understand
object.
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Wall
of Water
Conjuration (Creation) [Water]
Level: Drd
4, Sor/Wiz 4, MarM 4,
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100ft. +10 ft./level)
Effect: Transparent wall of water, up to one 10-ft. cube
/level (S)
Duration: 10 min./level
Saving Throw: Reflex negates, see text.
Spell Resistance: No
This spell creates
a thick wall of fresh water or seawater (as selected by
the caster). The water forms around objects and creatures
in its area, plunging these creatues and objects underwater.
A creature in the area where the water is created can make
a Reflex save to move to a random side of the wall before
it forms completely. This movement mus occur on the creature's
next turn or it immediately suffers the full effects of
being in the wall. Creatures can move through the wall
of water by making Swim checks; the water itself is considered
to be calm water. Any open flames in the area when the
water forms are immediately extinguished. Creatures with
the fire subtype take 2d6 points of damage +1 point ber
caster level each round they remain partially or wholly
in the wall.
Although the wall
is transparent, it provides cover to any targets inside
against attacks launched from outside the wall. It cannot
be destroyed by physical damage, nor can it be drained
to a different location. Water brought out of the wall
in a container instatnly evaporates as the wall itself
forms more water to replace what was removed.
Material Component:
A sponge
(This spell
originally appeared in Dragon magazine, issue
#314) -Sultan
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