5.04.2004

Spells: B

BALANCE WEAPON (Transmutation)
You empower your weapon against the non-neutral.
Level: Drd 2; Neutrality 2

Your weapon hums with a gray glow, yearning to bring balance to the extreme.

This spell functions as bless weapon except as noted above and as follows. The transmuted weapon strikes true against chaotic evil, chaotic good, lawful evil, and lawful good foes instead of against evil foes. The weapon is treated as having a +1 enhancement bonus for the purpose of bypassing the damage reduction of creatures without a neutral component to their alignment or striking incorporal creatures without a neutral component to their alignment (although the spell doesn't grant an actual enhancement bonus). The weapon becomes Balanced, meaning it can bypass the damage reduction of certain creatures without a neutral component to their alignment, particular outsiders, in the same way a Good weapon can bypass the damage reduction of evil outsiders. And all critical hit rolls against foes without a neutral component to their alignment are automatically successful.

In addition, you receive a +4 bonus to all critical hit rolls against creatures with only one neutral component to their alignment (i.e., chaotic neutral, lawful neutral, neutral evil, and neutral good creatures), and all critical hit rolls against true neutral foes automatically fail, so no threat is a critical hit.



BALEFUL MASSMORPH (Transmutation: Polymorph)
You affect a number of creatures with baleful polymorph.
Level: Drd 9, Sor/Wiz 9
Target: Up to 1 creature/2 levels, no two of which can be more than 10ft apart

As you gesture with a few carefully chosen words, the charging gnolls scatter like rats. Because, now, they are.

This spell functions like baleful polymorph, except as noted above and as follows. You change a number of willing living creatures into other forms of living creatures of Small size or smaller and no more than 1HD. You designate during casting the specific animal form all of your victims assume, such as sparrows or fish.



BALL LIGHTNING (Conjuration: Creation) [Electricity]
You create glowing balls of electricity.
Level: Drd 4, Dsk 3, Sor/Wiz 3
Components: V, S, M
Casting Time: 1 standard action
Range: 120ft
Effect: 1 to 4 balls of electricity
Duration: 1 round/level
Saving Throw: None
Spell Resistance: Yes

Incandescent spheres of crackling lightning streak towards your enemies.

You create up to four balls of electricity that resemble dancing lights and are controlled by you in the same manner as that spell. Any creature that comes within 5 feet of a ball lightning takes an appropriate amount of electricity damage and causes the ball to dissipate. The amount of electricity damage each ball lightning causes depends on the number of spheres you create with the spell: one sphere deals 4d6 points of damage, two spheres deal 3d6 points of damage each, three spheres deal 2d6 points of damage each, and four spheres deal 1d6 points of damage each.

Material Component: a small pearl or sphere of platinum worth 20gp.



BAMBO'S BUBBLE TRAP (Conjuration: Creation)
The targeted creature floats away trapped in a bubble.
Level: Brd 3, Drd 3, Sor/Wiz 3; Mirth 4
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25ft + 5ft/2 levels)
Target: 1 creature no more than one size category larger than the caster
Effect: One bubble
Duration: 1 round/level
Saving Throw: Reflex negates
Spell Resistance: No

A soapy bubble surrounds the target and slowly floats away.

This spell causes a shimmering bubble of soapy water to surround the targeted creature. If the creature succeeds at a Reflex save, the bubble pops harmlessly. If the creature fails its save, the bubble traps the creature inside and immediately rises 20 feet up off the ground, carrying the creature with it.

Each round of the spell, the bubble gently rises another 20 feet and then an additional 10 feet in a direction determined randomly by rolling 1d6 (1: 10 additional feet up, 2: 10 feet east, 3: 10 feet west, 4: 10 feet south, 5: 10 feet north; 6: 10 feet back down). If the bubble encounters a solid barrier, such as a ceiling or wall, any movement it would make that round in the direction blocked by the barrier is negated; contact with a barrier of energy or a barrier with sharp points (such as a spiked ceiling, the braches of a leafless tree, or a wall of thorns) causes the bubble to pop. The bubble is affected by strong wind, which determines the direction it moves. In addition, a gust of wind or similar spell moves the bubble in the direction of the wind an additional 10 feet per spell level.

The bubble has 1hp and an AC of 11. It is subject to any form of damage originating from outside the bubble but only from piercing or energy damage from within. Any damage affecting the bubble from an outside source also affects the creature trapped inside if the attack roll would strike both. If it is destroyed or when the spell ends, the bubble harmlessly pops, dropping the creature inside and incurring appropriate falling damage.

Material Component: a bit of soap and a drop of water.



BAMBO'S CREAM PIE (Conjuration: Creation)
A cream pie blinds the targeted creature.
Level: Brd 1, Sor/Wiz 1; Lepk 1
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25ft + 5ft/2 levels)
Target: 1 or more creatures, no two of which can be more than 10ft apart
Effect: 1 cream pie/4 levels
Duration: 1d4+1 rounds (see text)
Saving Throw: None
Spell Resistance: No

With a whimsical gesture and a giggle, a delicious cream pie appears poised gracefully on your fingertips. Before your enemy can even guess at its flavor, the pie is in its eyes.

Thanks to this spell crafted by the legendary bard gnome, who preferred the defeat of his enemies be as amusing as possible, a cream pie flies from your fingertips. Upon a successful ranged touch attack, the targeted creature is struck in the face and blinded for the duration of the spell. The blinded creature can take a standard action to wipe the cream from its face, ending the blindness. At the end of the duration, all remnants of the pie disappear with a slurping sound.

You may create 1 pie for every 4 levels, but each pie must target a separate creature. Creatures without eyes are unaffected by Bambo's cream pie.

Material Component: a piece of pie crust.



BAMBO'S LAUGH RIOT (Enchantment: Compulsion) [Mind-Affecting]
You cause 1 creature/2 levels to laugh uncontrollably for 1 round/level.
Level: Brd 3, Gsh 3; Lepk 3
Area: 30ft radius
Target: 1 creature/2 levels

Your enemies erupt in laughter, their intent to rip you in pieces temporarily replaced by your ridiculous performance.

This spell, an extrapolation crafted by a legendary gnome bard, functions like Tasha's hideous laughter, except as noted above.



BATTERING RAM (Evocation) [Force]
You project ram-headed beams of force.
Level: Clr 4, Drd 5, Dsk 4, Sor/Wiz 4
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25ft + 5ft/2 levels)
Target: One creature per round
Duration: 1 round/level
Saving Throw: None
Spell Resistance: Yes

The silvery head of a charging ram erupts from your fist, splintering the door - and then the orcs guarding it - like so much brittle straw.

You are imbued with the power of a ring of the ram. Each round of this spell, you can project a beam of force, manifesting in the vaguely discernible shape of a ram's head. With a successful ranged touch attack, this force strikes a single target for 3d6 points of damage. If within 30 feet, a creature struck is subject to a bull rush, with the force treated as a Large creature with a 25 Strength that receives a +1 bonus on the bull rush attempt. You may also direct this force to open doors.

Material Component: powdered ram's horn.



BEAM OF LIGHT (Evocation) [Light]
Your ray of light blinds for 1 round/level.
Level: Dsk 1, Sor/Wiz 1
Components: V, S
Casting Time: 1 standard action
Range: Close (25ft + 5ft/2 levels)
Effect: Ray
Duration: Instantaneous
Saving Throw: Fortitude partial
Spell Resistance: No

A blinding ray of dazzling white light streaks from your finger, blinding the eyes of your enemy.

This spell causes a ray of blinding light to spring from your hand. If you make a successful ranged touch attack, the target is blinded for 1 round per level if it fails its Fortitude save, or for 1 round with a successful save. Creatures vulnerable to light such as drow suffer a -4 penalty to the save.



BEAR'S ENDURANCE, GREATER (Transmutation)
The subject gains +4 to Constitution for 1 hour/2 levels.
Level: Clr 4, Drd 4, Dsk 4, Rgr 4, Shm 4, Sor/Wiz 4
Duration: 1 hour/2 levels

The recipient's flesh thickens and heart pumps stronger.

This spell functions like bear's endurance, except as noted above.



BEAR'S ENDURANCE, LESSER (Transmutation)
You gain +4 to Constitution for 1 round/level.
Level: Clr 1, Drd 1, Dsk 1, Rgr 1, Shm 1, Sor/Wiz 1
Range: Personal
Target: You
Duration: 1 round/level

Your flesh thickens and your heart pumps stronger.

This spell functions like bear's endurance, except as noted above.



BEDEVIL (Conjuration: Summoning) [Evil / Lawful]
You summon one or more lemures.
Level: Clr 6, Ncr 6, Shm 5, Sor/Wiz 6
Components: V, S, M
Effect: One or more summoned lemures, no two of which can be more than 20ft apart

A growing army of oozing devils swarm your enemy.

This spell functions like summon monster I, except as noted above and as follows. You designate an opponent or target within range as you cast the spell. A single lemure appears next to the target and attacks immediately on your turn, to the best of its abilities. If the lemure is killed, two more take its place; they appear on your next turn and immediately attack target. If one is slain, two more appear on your next turn, and all three attack the target immediately. If those three are slain, six more lemures appears - and so on.

For the duration of the spell, each lemure that is killed is replaced by more two lemures on your next turn. The maximum number of lemures that can be summoned by bedevil is equal to your caster level.

You cannot designate a new target for the lemures to attack unless the original target has been slain or destroyed. If the target is slain before the spell expires, the lemures will attack the next target within range that you designate, a free action. If you fail to designate a new target or to dismiss them, the lemures will attack the nearest living creature on your next turn, preferrably you.

At the end of the spell, any remaining lemures disappear in a collapse of slime.

Material Component: lamb's blood.



BIG DIPPER (Conjuration: Creation) [Water]
A large ladle of glittery lights pours refreshments at your command.
Level: Brd 2, Sor/Wiz 2, Tnk 2
Components: V, S, M
Range: 10 feet
Effect: Up to 4 gallons of liquid/level

Twinkling lights like stars form the shape of a ladle in the air before you, and then pour out the beverage of your choice.

This spell functions like create water, except as noted above and as follows. A ladle of glittering lights pours ale, juice, milk, water, or wine at your command.

Material Component: a silvered ladle worth 15gp.



BIG STICK (Transmutation)
You enlarge a club or staff for 1 minute.
Level: Drd 0, Shm 0, Tnk 0
Duration: 1 minute

The branch in your hand thickens, stretches, and then plows in the heads of your enemies.

This spell functions like shillelagh, except as above and as follows. Your own nonmagical club or quarterstaff deals damage as if it were one size category larger. This spell provides no additional bonus to attack or damage rolls.



BLINDING FLASH (Evocation) [Light]
Your burst of light blinds for 1 round/level.
Level: Beg 2, Dsk 2, Sor/Wiz 2
Components: V, S
Casting Time: 1 standard action
Range: 30ft
Effect: Cone-shaped burst
Duration: Instantaneous
Saving Throw: Reflex negates
Spell Resistance: No

A blinding burst of dazzling white light streaks from your palm, blinding the eyes of your enemies.

This spell causes a blinding burst of light to spring from your open palm. Creatures in the area of effect must make a Reflex save or be blinded for 1 round/level.



BLOODCURDLING SCREAM (Necromancy) [Fear, Mind-Affecting, Sonic]
Your scream causes 1 creature/level to panic for 1 round/level.
Level: Brd 4, Cul 4, Dsk 4, Gsh 4, Ncr 4, Shm 4, Sor/Wiz 5
Components: V, M
Casting Time: 1 standard action
Area: 30ft-radius burst centered on you
Target: One creature/level
Duration: Instantaneous (see text)
Saving Throw: Will partial
Spell Resistance: Yes

You emit a horrific cry that evokes the last gasp of a pinful, horrific death. Overcome by their fear of such a fate, you enemies flee.

You emit a terrifying scream that causes living creatures that hear it to make a Will save. Those that fail the save become panicked for 1 round per level; if cornered, a panicked creature begins cowering. If a creature succeeds at the Will save, it is shaken for 1d4 rounds. Creatures closest to you are affected first.

Intelligent undead, however, are filled with enthusiasm, gaining a +1 morale bonus to attack rolls for 1 round per level. Deaf creatures and creatures immune to fear are unaffected by this spell. Multiple castings of this spell do not stack.

Material Component: a cat's head.



BRAND NEW DAY (Abjuration) [Temporal]
The recipient feels rested and sated.
Level: Brd 2, Clr 2, Cul 2, Drd 2, Pal 2
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Will negates (harmless)
Spell Resistance: Yes

The dark circles under the eyes, the gnawing cripple of hunger, and the debilitating fatigue of sleepless nights are bainshed from the recipient, bringing to him the glorious rebirth and renewed vigor of a brand new day.

The recipient of this spell feels as if its had a full night's rest and eaten a full day's meal. Brand new day banishes from the creature touched the effects of fatigue due to lack of rest and the effects of hunger due to lack of food. The creature regains hit points and nonlethal damage as if it had rested a full eight hours and overcomes the effects of hunger as if it had eaten a satisfying meal.

This spell has no effect on spell memorization, ability damage, or any other effect that often accompanies rest.

Material Component: the feather of a morning bird, such as a skylark.



BULL'S STRENGTH, GREATER (Transmutation)
The subject gains +4 to Strength for 1 hour/2 levels.
Level: Clr 4, Drd 4, Dsk 4, Pal 4, Rgr 4, Shm 4, Sor/Wiz 4; Bkgd 4
Duration: 1 hour/2 levels

The recipient's muscles strengthen and back grows broader.

This spell functions like bull's strength, except as noted above.



BULL'S STRENGTH, LESSER (Transmutation)
You gain +4 to Strength for 1 round/level.
Level: Clr 1, Drd 1, Dsk 1, Pal 1, Rgr 1, Shm 1, Sor/Wiz 1; Bkgd 1
Range: Personal
Target: You
Duration: 1 round/level

Your muscles strengthen and heart pumps stronger.

This spell functions like bull's strength, except as noted above.




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