5.04.2004

Spells: C

CAT'S GRACE, GREATER (Transmutation)
The subject gains +4 to Dexterity for 1 hour/2 levels.
Level: Brd 4, Cul 4, Drd 4, Dsk 4, Gsh 4, Rgr 4, Shm 4, Sor/Wiz 4; Assn 4
Duration: 1 hour/2 levels

The recipient's reflexes improve and agility advances.

This spell functions like cat's grace, except as noted above.



CAT'S GRACE, LESSER (Transmutation)
You gain +4 to Dexterity for 1 round/level.
Level: Brd 1, Beg 1, Cul 1, Drd 1, Dsk 1, Gsh 1, Nja 1, Rgr 1, Shm 1, Sor/Wiz 1; Assn 1, Lepk 1
Range: Personal
Target: You
Duration: 1 round/level

Your reflexes improve and your agility advances.

This spell functions like cat's grace, except as noted above.



CEASE TO BE (Conjuration: Teleportation) [Temporal]
You blink out of the timestream momentarily.
Level: Beg 3, Cul 3, Sor/Wiz 3
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: See text

You disappear - and for just what may be a crucial moment in history, you don't even exist.

You throw yourself up to 3 rounds into the future. When you cast cease to be, you designate the exact number of rounds - up to three - that the spell lasts. For the designated time, you simply do not exist – you disappear from reality and from all forms of divination except those that specifically perceive the future. At the end of this time, you reappear at your original location on your turn or, if your original location is occupied upon your return, to the nearest available space. Any events or effects that take place during the rounds you are missing do not effect you, although conditions still in effect when you reappear affect you normally upon your return.

For you, no time passes while you cease to be.



CLEAR SKY (Abjuration)
You clear the sky of weather phenomenon.
Level: Drd 5, Shm 5
Casting Time: 1 minute
Area: 1-mile radius circle, centered on you
Duration: 2d6 hours

The clouds part and the storm ends, and you gaze up at the welcoming embrace of a clear sky.

This spell functions like control weather, except as noted above and as follows. You may only banish atmospheric phenomena, bringing clear skies.



CLOVER PATCH (Conjuration: Creation) [Plant]
A patch of four-leaf clovers grants you luck bonuses for 1 round/level.
Level: Drd 2; Lepk 1
Components: V, S, M
Casting Time: 1 standard action
Range: Personal
Area: 5ft radius
Duration: 1 round/level

A garden of four-leafed clovers spring up around your feat, granting you uncanny luck.

A patch of four-lead clovers springs up around you. While you remain in the affected area, you receive a +1 luck bonus to all attack rolls, skill checks, ability checks, saving throws, and to the DC of all Abjuration and Enchantment spells you cast. Once you move more than a five-foot step out of the affected area, the clovers disappear and the spell ends. Other creatures gain no benefit inside your clover patch.

Material Component: a clover.



COLORLESS AURA (Abjuration / Evocation) [Chromatic]
An aura of colorless energy protects you from specific attacks.
Level: Dsk 4, Ncr 5, Sor/Wiz 5; Bkgd 4
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: No

A bleak mantle devoid of color envelopes you - from the deeping black to the brightest white to the emptiest nothingness and everything in between - protecting you from harm.

An aura corresponding to one of the shades of the colorless spray spell encompasses you, protecting you from harm for the duration of the spell. You choose the shade of aura when the spell is cast, gaining the follwing benefits:


Clear: Immunity to Sonic spells and effects.
White: Immunity to Cold spells and effects.
Pearl: Immunity to negative energy damage.
Silver: Immunity to Force spells and effects.
Gray: Immunity to Transmutation spells and effects.
Black: Immunity to ability damage and drain, negative levels, and Death spells.
Inverse: Immunity to all spells that would physically transport or move you, such as plane shift and telekinesis.

All colorless auras grant you a +4 bonus to saves against Chromatic spells, as well as immunity to the effects of the corresponding color in spells such as colorless spray.

If a colorless spell comes in contact with a prismatic spell, the lower-level spell is automatically negated. If the spells are of equal spell level, both are negated.



COLORLESS SPHERE (Abjuration / Evocation) [Chromatic]
A colorless sphere of energy protects you from harm while harming others.
Level: Ncr 9, Sor/Wiz 9

A globe devoid of color surrounds you - randomly shifting from the deeping black to the brightest white to the emptiest nothingness to everything in between - protecting you from harm.

This spell functions like colorless wall, except that you create an immobile, opaque globe of drab, colorless light that surrounds you and protects you from all forms of attack. The sphere shifts between none of the colors of the visible spectrum.

The shades of the sphere have the same effects as the shades of a colorless wall. However, the sphere's fatigue effect on creatures with less than 8 HD lasts 2d4x10 minutes.

You can pass into and out of the colorless sphere and remain near it without harm. However, when you're inside it, the sphere blocks any attempt to project something through the sphere (including spells). Other creatures that attempt to attack you or pass through suffer the effects of each shade, one at a time.

Colorless sphere can be made permanent with a permanency spell.

If a colorless spell comes in contact with a prismatic spell, the lower-level spell is automatically negated. If the spells are of equal spell level, both are negated.



COLORLESS SPRAY (Evocation) [Chromatic]
Your colorless burst hits subject with variety of effects.
Level: Ncr 7, Sor/Wiz 7

An array devoid of color sprays from your palm - ranging from the deeping black to the brightest white to the emptiest nothingness to everything in between - damaging those caught in the effect.

This spell functions like prismatic spray, except as noted above and as follows. This spell causes seven dull, intertwining, colorless beams of light to spray from your hand. Each beam has a different power. Creatures in the area of effect with 8 HD or less are automatically fatigued for 2d4 rounds. Every creature in the area is randomly struck by one beam, determined by rolling 1d8 and consulting the following:


1: Clear: 20 points of Sonic damage. (Reflex half)
2: White: 40 points of Cold damage. (Reflex half)
3: Pearl: 60 points of negative energy damage. (Reflex half)
4: Silver: 80 points of Force damage. (Reflex half)
5: Gray: Disintegrated. (Fortitude negates)
6: Black: Enervated for 2d4 negative levels. (Fortitude partial: 1d6 Constitution damage)
7: Inverse: Gravity is reversed for 1 round/caster level. (Reflex to grab anchor)
8: Struck by two beams; roll twice more, ignoring any "8" result

If a colorless spell comes in contact with a prismatic spell, the lower-level spell is automatically negated. If the spells are of equal spell level, both are negated.


COLORLESS TOUCH (Evocation) [Chromatic]
You carry a colorless attack in your touch.
Level: Dsk 5, Ncr 6, Sor/Wiz 6
Range: Touch
Target: Creature touched

A dull glow devoid of color radiates from your hand - from the deeping black to the brightest white to the emptiest nothingness or anything in between - damaging those caught in the effect.

This spell functions like colorless spray, except as noted above and as follows. Your hand glows with a shade corresponding to one of the shades of the colorless spray spell. You choose the shade when the spell is cast. With a successful touch attack against the targeted creature, you deal the damage or have the effect of the chosen color; any colorless spray effect allowing a Reflex save instead allows a Fortitude save when caused by colorless touch.

If a colorless spell comes in contact with a prismatic spell, the lower-level spell is automatically negated. If the spells are of equal spell level, both are negated.



COLORLESS WALL (Abjuration / Evocation) [Chromatic]
A colorless wall of energy protects you from harm while harming others.
Level: Ncr 8, Sorrow 8, Sor/Wiz 8

A wall devoid of color erupts before you - randomly shifting from the deeping black to the brightest white to the emptiest nothingness to everything in between - protecting you from harm.

This spell functions like prismatic wall, except as noted above and as follows. Colorless wall creates a vertical, opaque wall — a drab, colorless plane of light that protects you from all forms of attack. The wall pulses with seven shades, each of which has a distinct power and purpose. The wall is immobile, and you can pass through and remain near the wall without harm. However, any other creature with less than 8 HD that is within 20 feet of the wall is fatigued for 2d4 rounds by the shades if it looks at the wall.

Each shade in the wall has a special effect. As indicated below, the seven shades of the wall appear in the following order, affecting creatures trying to attack you or pass through the wall as indicated, and are negated by the specified the magic:


1st: Clear: Stops nonmagical and magical wooden ranged weapons; deals 20 points of Sonic damage. (Reflex half) [Negated by shout]
2nd: White: Stops nonmagical and magical stone and metal ranged weapons; deals 40 points of cold damage. (Reflex half) [Negated by fireball]
3rd: Pearl: Stops the effects of magic items; deals 60 points of negative energy damage. (Reflex half) [Negated by fabricate]
4th: Silver: Stops energy; deals 80 points of force damage. (Reflex half) [Negated by disintegrate]
5th: Gray: Stops all spell-like and supernatural abilities; disintegrates. (Fortitude negates) [Negated by color spray]
6th: Black: Stops all spells; enervates for 2d4 negative levels. (Fortitude partial: 1d6 Constitution damage) [Negated by daylight]
7th: Inverse: Destroys all objects and effects; reverses gravity for creature for 1 round/caster level. (Reflex to grab anchor) [Negated by dispel magic]

The wall can be destroyed, shade by shade, in consecutive order, by the indicated magical effects; however, the first shade must be brought down before the second can be affected, and so on.

Colorless wall can be made permanent with a permanency spell. If a colorless spell comes in contact with a prismatic spell, the lower-level spell is automatically negated. If the spells are of equal spell level, both are negated.



COMBAT INTUITION (Divination) [Temporal]
You receive a +1 bonus to attack rolls, damage rolls, and AC for every four caster levels for 1 minute/level.
Level: Brd 3, Cul 3, Dsk 2, Nja 3, Sor/Wiz 3; Thought 3; Assn 3
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 minute/level

You anticipate the next attack, before even your attacker does.

You have a precognitive sense about combat. You receive a +1 insight bonus to attack rolls, damage rolls, and AC for every four caster levels.



COMPREHEND WRITING (Divination) [Rune]
You can make sense of foreign writing and strange symbols.
Level: Brd 0, Beg 0, Clr 0, Cul 0, Gsh 0, Sor/Wiz 0, Tnk 0
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 10 minutes/level

You examine the document, written in a language alien to you. And suddenly, you understand.

This spell functions like comprehend languages, except as noted above and as follows. You can only understand written languages.



CONE OF SPARKS (Evocation) [Electricity / Fire]
You exhale a spray of burning sparks.
Level: Sor/Wiz 5, Tnk 5
Components: V, S, M
Casting Time: 1 standard action
Range: 30ft
Area: Cone-shaped burst
Duration: Instantaneous
Saving Throw: Reflex half
Duration: Yes

A burning shower of sparks engulfs your enemies in shocking embers.

Cone of sparks creates a shower of burning electric sparks originating at your hand or mouth and extending outward in a cone. It deals 1d6 points of damage per caster level (maximum 15d6), half of which is Electricity damage and half of which is Fire damage. Creatures that fail their Reflex save are covered in burning sparks, which outline them for 1d4 rounds as if covered in glitterdust.

Material Component: a shaving of blackened steel.



CORONA (Evocation) [Fire]
An aura of fire damages attacking creatures and protects you from cold.
Level: Drd 5, Dsk 5
Components: V, S, M
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No

You seem to catch fire, wreathed in flame that does you no harm, like a blazing sun on earth.

This spell wreaths you in a corona of orange and yellow flames that shine like the sun. For the duration of the spell, you radiate light in a 30-foot radius. You suffer only half damage from cold-based attacks and, if such an attack allows for partial damage or effect with a successful Fortitude or Reflex save, you suffer no partial damage or effect with a successful save.

Any creature striking you with its body or a handheld weapon suffers 1d8 points of Fire damage +1 per level (+20 maximum). Spell resistance does not apply to this effect. Creatures are not subject to this damage when attacking you with weapons of exceptional reach.

Material Component: a piece of sunstone.



CORROSIVE ARROW (Transmutation) [Acid]
Your missiles are imbued with acidic energy.
Level: Dsk 3, Sor/Wiz 3, Tnk 3

When fired, the arrows you enchant become missiles of bubbling green, orange, and brown acid.

This spell functions like flame arrow, except as noted above and as follows. You turn ammunition (such as arrows, bolts, shuriken, and stones) into acidic projectiles. Each piece of ammunition deals an extra 1d6 points of Acid damage to any target it hits.

Material Component: a drop of acid.



CORRUPT WEAPON (Transmutation) [Evil]
You empower your weapon against the goodhearted.
Level: Ncr 1; Bkgd 1

Your weapon shimmers with black energy and thirsts for the blood of the good.

This spell functions as bless weapon except as noted above and as follows. The transmuted weapon strikes true against good foes instead of evil foes. Therefore, the weapon is treated as having a +1 enhancement bonus for the purpose of bypassing the damage reduction of good creatures or striking good incorporal creatures (although the spell doesn't grant an actual enhancement bonus). The weapon also becomes Evil, which means it can bypass the damage reduction of certain creatures, particular good outsiders. And all critical hit rolls against good foes are automatically successful.



COW'S CUNNING (Transmutation) [Mind-Affecting]
The subject suffers a –4 penalty to Intelligence +1/4 levels for 1 minute/level.
Level: Brd 2, Drd 2, Shm 2, Sor/Wiz 2
Components: V, S
Casting Time: 1 standard action
Range: Close (25ft + 5ft/2lvl)
Target: One creature
Duration: 1 minute/level
Saving Throw: Fortitude negates
Spell Resistance: Yes

The targeted creature is cursed with the cud-chewing cunning of a cow.

The transmuted creature becomes forgetful, dim, and simpleminded, taking a penalty to Intelligence equal to 4 plus 1 for every four caster levels. This spell cannot lower Intelligence below 1.



CREATE BOWS AND ARROWS (Conjuration: Creation)
You conjure bows and arrows.
Level: Rgr 2, Shm 2, Tnk 2
Components: V, S
Casting Time: 1 minute
Range: Close (25ft + 5ft/2 levels)
Effect: 50 arrows and a shortbow or longbow
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

With a shimmer in the arrow, a bow and arrows materialize.

You conjure 50 nonmagical arrows and either a nonmagical shortbow or longbow. Once created, the items are permanent.



CREATE WATER, GREATER (Conjuration: Creation) [Water]
You create 4 gallons/per level of drinkable liquid.
Level: Clr 1, Drd 1, Gsh 1, Shm 1, Pal 2
Effect: Up to 4 gallons of liquid/level.

Beverage flows at your command.

This spell functions like create water, except as noted above and as follows. You can create ale, juice, milk, water, or wine with this spell.



CUDGEL (Transmutation)
You empower your stick with powerful magic.
Level: Drd 4, Shm 4, Tnk 4; Lepk 3

Your club or quarterstaff thickens, lengthens, and becomes a devastating weapon.

This spell functions like shillelagh, except as above and as follows. Your own nonmagical club, greatclub, or quarterstaff becomes a weapon with a +3 enhancement bonus on attack and damage rolls that deals damage as if it were three size categories larger.



CUDGEL, GREATER (Transmutation)
You empower your stick with magical effects.
Level: Drd 6, Shm 6, Tnk 5; Lepk 4

Your club or quarterstaff thickens, lengthens, and becomes a devastating weapon infused with a force of nature.

This spell functions like shillelagh, except as above and as follows. Your own nonmagical club, greatclub, or quarterstaff becomes a weapon with a +4 enhancement bonus on attack and damage rolls that deals damage as if it were three size categories larger. In addition, you may select one of the following special abilities for the weapon, chosen when this spell is cast: flaming, frost, shock, or thundering.



CUNNING OF A WOLF PACK (Transmutation) [Mind-Affecting]
One subject/level gains +4 to Intelligence for 1 hour/2 levels.
Level: Sor/Wiz 8
Duration: 1 hour/2 levels

The recipients enjoy greater intellect and acuity.

This spell functions like mass fox's cunning, except as noted above.



CURE MINOR WOUNDS, MASS (Conjuration: Healing)
You cure multiple recipients of minor wounds.
Level: Brd 2, Clr 2, Cul 2, Drd 2, Gsh 2, Pal 2, Shm 2

Scratches and bruises are wiped away from the recipients.

This spell functions like cure light wounds: mass except that it cures only 1 point of damage.




Spell Links: A, B, C, D, E, F-G, H-I, J-K-L, M, N-O, P, Q-R, S, T, U-V, W-X-Y-Z, Descriptors, Domains, Directory of Magic, D&D Directory.

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