5.04.2004

Spells: D

DAMAGE UNDONE (Necromancy) [Temporal]
You reverse physical damage the subject suffered the previous round.
Level: Drd 6, Ncr 6, Sor/Wiz 6
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Living creature touched
Duration: Instantaneous
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)

The trap your ally triggered peppers her with poisoned arrows, and she slumps to the ground, her lifeblood quickly pouring onto the dirty stone floors. You act quickly, leaping to her side to cast your spell. Your touch illuminates her body with a soft white glow, and then her eyes open. The arrow wounds are gone, and the only trace of poison left is in her cooling blood on the ground. As far as her body is concerned, she's as good as new.

You return the body of the creature touched to its state of health at the beginning of the previous round, reversing any physical damage and effects suffered by the creature that round. This spell reverses all lethal and nonlethal damage the creature suffered that round, any physical ability damage or drain suffered that round, the effects of any poison or disease that occurred that round, and removes any disease or poison acquired that round – as if these events never happened. Damage undone only undoes negative physical conditions, ignoring beneficial physical conditions that the targeted creature may have received in the round undone, such as healing or ability score bonuses, and ignoring negative mental conditions, such as insanity or Wisdom drain.

If cast upon a creature that died from its injuries, the spell reverses all appropriate damage but does not restore life. If cast upon a creature that suffered no negative physical effects during the round undone or upon a nonliving creature, damage undone has no effect.

Creatures immune to magical aging receive a +2 bonus to any save to resist.



DANGER SENSE (Divination) [Temporal]
You gain Evasion, Uncanny Dodge, and a +4 bonus to AC and Reflex saves for 1 minute/level.
Level: Brd 4, Beg 4, Cul 4, Dsk 4, Nja 4, Sor/Wiz 4; Assn 4
Duration: 1 minute/level

You gain a precognitive sense of your immediate future, allowing you to better avoid attacks from foes both apparent and invisible and even sidestep the effects of spells entirely.

This spell functions as lesser danger sense except as noted above and as follows. You receive a +4 insight bonus to AC and Reflex saves and enjoy the benefits of Evasion and Uncanny Dodge for the duration of the spell.

The effects of multiple danger senses do not stack.



DANGER SENSE, GREATER (Divination) [Temporal]
You gain Improved Evasion, Improved Uncanny Dodge, Uncanny Dodge, and a +8 bonus to AC and Reflex saves for 10 minutes/level.
Level: Brd 6, Beg 8, Cul 6, Sor/Wiz 8
Duration: 10 minutes/level

You gain a precognitive sense of your immediate future, allowing you to better avoid attacks from foes apparent, invisible, and behind you, and allowing you to suffer only minimal damage from certain spells when not sidestepping their effects entirely.

This spell functions as lesser danger sense except as noted above and as follows. You receive a +8 insight bonus to AC and Reflex saves and enjoy the benefits of Evasion, Improved Evasion, Uncanny Dodge, and Improved Uncanny Dodge for the duration of the spell.

The effects of multiple danger senses do not stack.



DANGER SENSE, LESSER (Divination) [Temporal]
You gain Uncanny Dodge and a +2 bonus to AC and Reflex saves for 1 round/level.
Level: Brd 2, Beg 2, Cul 2, Dsk 1, Nja 2, Sor/Wiz 2; Assn 2
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level

You gain a precognitive sense of your immediate future, allowing you to better avoid attacks from foes both apparent and invisible.

You gain a sixth sense about impending peril. You receive a +2 insight bonus to AC and Reflex saves and enjoy the benefits of Uncanny Dodge for the duration of the spell.

The effects of multiple danger senses do not stack.



DEAD MAGIC ZONE (Abjuration) [Thaumaturgic]
You create a permanent area where magic does not operate.
Level: Sor/Wiz 9
Components: V, S, M/DF, XP
Casting Time: 10 minutes
Range: 30ft
Area: 30ft radius
Duration: Permanent

You destroy the bonds of magic in the area, at great personal cost. Never again will magic work in this place.

This spell functions like antimagic field, except as noted above and as follows. You create a fixed area in which most magical effects do not function, an effect more potent than an antimagic field.

Summoned creatures and incorporeal undead wink out of existence if they enter a dead magic zone or are within the area when the spell is cast. They reappear in the same spot if the zone is ever undone; time spent winked out counts normally against the duration of the conjuration that is maintaining the creature. Constructs become inanimate objects and corporeal undead become ordinary corpses within a dead magic zone and only reanimate if removed from the area or if the zone is ever undone. Unlike antimagic field, a dead magic zone causes spells such as wall of force and prismatic sphere to wink out; time spent winked out counts normally against the duration of the spell or effect.

A dead magic zone can only be undone with a miracle, wish, or act of a deity.

XP: 5,000.



DEMONWRACK (Conjuration: Summoning) [Chaotic / Evil]
You summon one or more dretches.
Level: Clr 7, Ncr 7, Shm 6, Sor/Wiz 7
Components: V, S, M
Effect: One or more summoned dretches, no two of which can be more than 20ft apart

A growing army of wretched demons swarm your enemy.

This spell functions like bedevil, except as noted above and as follows. You summon dretches.

At the end of the spell, any remaining dretches disappear in a flash of fire.



DESTROY UNDEAD (Necromancy) [Positive]
A ray of positive energy leaps from your hand to destroy or damage undead.
Level: Dsk 5, Ncr 5, Sor/Wiz 6
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 feet + 10 feet/level)
Effect: Ray
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

A glittering white beam streaks from your finger, reducing the wight to ash.

A ray of positive energy streaks from your hand. You must make a ranged touch attack to hit, and if the ray hits an undead creature, it is instantly destroyed if its Hit Dice are equal to or less than yours. Undead with higher Hit Dice are instead dealt 1d8 points of damage per caster level (15d8 maximum).



DETECT IMBALANCE (Divination)
Creatures, spells, or objects of non-neutral alignments are revealed to you.
Level: Drd 1; Neutrality 1

Your eyes pass judgment upon all you behold, determining how far what you see strays from perfect balance and into the perils of ridigity, anarchy, malice, and benevalence.

This spell functions like detect evil, except as noted above and as follows. Detect imbalance detects the auras of chaotic, evil, good, and lawful creatures, using the following Aura Power table:

* Chaotic Evil, Chaotic Good, Lawful Evil, or Lawful Good creature: Faint (8HD or lower), Moderate (9HD-20HD), Strong (21HD-40HD), Overwhelming (41HD or higher).
* Chaotic Neutral, Lawful Neutral, Neutral Evil, or Neutral Good creature: Faint (12HD or lower), Moderate (13HD-30HD), Strong (31HD-60HD), Overwhelming (61HD or higher).
* Undead: Faint (2HD or lower), Moderate (3HD-8HD), Strong (9HD-20HD), Overwhelming (21HD or higher)
* Chaotic Evil, Chaotic Good, Lawful Evil, or Lawful Good outsider: Faint (1HD or lower), Moderate (2HD-3HD), Strong (4HD-8HD), Overwhelming (9HD or higher).
* Chaotic Neutral, Lawful Neutral, Neutral Evil, or Neutral Good outsider: Faint (1HD or lower), Moderate (2HD-5HD), Strong (6HD-12HD), Overwhelming (13HD or higher).
* Cleric of a Chaotic Evil, Chaotic Good, Lawful Evil, or Lawful Good god: Faint (Clr 1 or lower), Moderate (Clr 2-Clr 3), Strong (Clr 4-Clr 8), Overwhelming (Clr 9 or higher).
* Cleric of a Chaotic Neutral, Lawful Neutral, Neutral Evil, or Neutral Good god: Faint (Clr 1 or lower), Moderate (Clr 2-Clr 5), Strong (Clr 6-Clr 12), Overwhelming (Clr 13 or higher).
* Chaotic Evil, Chaotic Good, Lawful Evil, or Lawful Good magic item: Faint (caster level 1 or lower), Moderate (caster level 2-6), Strong (caster level 7-15), Overwhelming (caster level 16 or higher).
* Chaotic Neutral, Lawful Neutral, Neutral Evil, or Neutral Good magic item: Faint (caster level 2 or lower), Moderate (caster level 3-10), Strong (caster level 11-25), Overwhelming (caster level 26 or higher).
* Chaotic, Evil, Good, or Lawful spell: Faint (caster level 2 or lower), Moderate (caster level 3-8), Strong (caster level 9-20), Overwhelming (caster level 21 or higher).



DIRE CHARGE (Transmutation)
The subject becomes capable of terrible charge attacks.
Level: Clr 3, Cul 3, Drd 3, Dsk 3, Shm 3, Pal 3, Sor/Wiz 3; Bkgd 3
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 minute/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes

With your touch, the flickering image of a minotaur briefly surrounds the recipient, granting him the ability to make mighty charge attacks.

The recipient of this spell gains the benefits of the Improved Bull Rush, Improved Charge Attack, and Improved Overrun feats and a +10 bonus to its running speed for the duration of the spell.

Material Component: powdered ram horn.



DISPEL IMBALANCE (Abjuration)
You gain a +4 bonus against attacks by non-neutral creatures.
Level: Drd 5; Neutrality 5

A swirling mantle of gray surrounds you, banishing from your presence that which is not within perfect balance.

This spell functions like dispel evil, except as noted above and as follows. You are surrounded by gray, misty divine energy, and the spell affects creatures without a neutral component to their alignment and affects chaotic, evil, good, and lawful spells rather than evil creatures and spells.



DIVINE SYMBOL (Conjuration: Creation) [Rune]
You can create a divine rune.
Level: Clr 0, Cul 0, Pal 1
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Target: One personal symbol which must fit within 1 square foot
Duration: Permanent

You touch leaves a faintly glowing rune of your personal interpretation of your deity's holy symbol.

This spell functions like arcane mark, except as noted above and as follows. The resulting symbol is the holy or unholy symbol of the caster's patron deity with a slight variation or additional component unique to the caster.

Divine symbol can be used in the casting of Drawmij's instant summons and other spells normally requiring an arcane mark.



DOORWAY TO TOMORROW (Conjuration: Teleportation) [Temporal]
You and companions travel forward in time.
Level: Sor/Wiz 9
Components: V, S, XP
Range: Touch
Target: 1 creature/2 levels

Sensing the cataclysm cannot be avoided and that all life around you will be destroyed by a genocidal god, you cast your spell and you and your allies disappear. When you reappear a moment later, decades have passed, and you find you were right: You are the lone survivors in a charred, lifeless wasteland.

This spell functions like cease to be, except as noted above and as follows. You may designate the duration of the effect to be as brief as 1 round or as long as 100 years.

XP: 300xp + 300xp for each additional creature + 1,000xp for each year.



DOUBT (Enchantment: Compulsion) [Mind-Affecting]
The target takes a –2 penalty on attack rolls, saving throws, weapon damage rolls, and checks for 1 round/level.
Level: Brd 1, Beg 2, Cul 1, Gsh 1, Ncr 2, Sor/Wiz 2
Range: Touch
Target: Creature touched
Duration: 1 round/level

Your touch drains confidence and hope from your enemy.

This spell functions like crushing despair, except as noted above and as follows. Doubt counters and dispels bless and optimism.




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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