5.04.2004

Spells: E

EAGLE'S SPLENDOR, GREATER (Transmutation) [Mind-Affecting]
The subject gains +4 to Charisma for 1 hour/2 levels.
Level: Brd 4, Clr 4, Cul 4, Gsh 4, Pal 4, Shm 4, Sor/Wiz 4; Bkgd 4
Duration: 1 hour/2 levels

The recipient of this spell becomes beguilingly charismatic.

This spell functions like eagle's splendor, except as noted above.



EAGLE'S SPLENDOR, LESSER (Transmutation) [Mind-Affecting]
You gain +4 to Charisma for 1 round/level.
Level: Brd 1, Beg 1, Clr 1, Cul 1, Gsh 1, Pal 1, Shm 1, Sor/Wiz 1; Bkgd 1, Lepk 1
Range: Personal
Target: You
Duration: 1 round/level

You become beguilingly charismatic.

This spell functions like eagle's splendor, except as noted above.



EMOTION (Enchantment: Compulsion) [Mind-Affecting, See Text]
You manipulate the emotions of the targeted creature.
Level: Brd 6, Beg 7, Gsh 5, Shm 6, Sor/Wiz 7
Components: V, S
Casting Time: 1 standard action
Range: Close (25ft + 5ft/2 levels)
Target: 1 living creature/round
Duration: 1 round/level
Saving Throw: Will negates
Spell Resistance: Yes

Your enemy first falls into despair, then cowers in fear, quickly succumbs to confusion, and then collapses in tears before abruptly erupting in laughter - all at your whim.

Emotion allows you to manipulate the emotions of the targeted creature as you see fit. If the targeted creature fails its Will save, you affect it with one of the following spells: calm emotions, confusion, crushing despair, fear, good hope, heroism, Morosa's sorrowful sobbing, rage, or Tasha's hideous laughter.

You may affect only one creature at a time with a single emotion but may change the emotion or switch targets as you wish. Changing the emotion that your targeted experiences is a free action that grants the creature another Will save, at a –4 penalty, to resist the shift and end your control – although you may target the creature again with this spell on your next turn. Switching targets is a standard action that frees the previous target and grants the new target a Will save to resist.


Emotion carries any subschool or descriptor associated with the selected effect, such as the Fear descriptor when evoking the fear effect.


ENDURANCE OF A MOUNTAIN RANGE (Transmutation)
One subject/level gains +4 to Constitution for 1 hour/2 levels.
Level: Clr 8, Drd 8, Sor/Wiz 8
Duration: 1 hour/2 levels

The recipients' flesh thickens and hearts pump stronger.

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



ENERGIZE (Necromancy) [Positive]
You bestow 1d4 virtual level upon the subject for 1 round/level.
Level: Clr 4, Ncr 4, Sor/Wiz 4; Fertility 4
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: 1 round/level
Duration: See text
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)

The touch of your glittering, glowing hand fills the recipient with a burst of positive energy and might.

You bestow 1d4 virtual levels upon the living creature touched, healing damage, restoring loss levels, and granting combat prowess.

Each virtual level grants a living creature a +1 bonus to attack rolls, saving throws, skill and ability checks, the DCs of all spells cast, and heals 2d4 points of damage, with any excess hit points serving as temporary hit points. If the recipient is bestowed at least three virtual levels, it also enjoys the benefits of the Diehard feat.

If the subject has lost levels due to negative levels or level drain, energize restores negative levels first, with one virtual level dispelling one negative level, and then reverses recently drained levels, with two virtual levels reversing one drained level, as long as the level was drained within 1 day of the casting of this spell. Any remaining virtual levels are counted toward the other benefits of this spell.

When all virtual levels are used or the duration expires, the subject is fatigued.
If cast upon an undead creature, each virtual level instead deals 2d4 points of damage, with no save.



ENERGY GAIN (Necromancy) [Positive]
You bestow 2d4 virtual levels upon the subject for 10 minutes/level.
Level: Clr 9, Ncr 9, Sor/Wiz 9; Fertility 9, Life 8
Casting Time: 1 full round
Duration: 10 minutes/level

The touch of your glittering, glowing hand fills the recipient with a flood of positive energy and power, allowing him to defy even Death itself.

This spell functions as energize, except as noted above and as follows. You bestow 2d4 virtual levels upon the living creature touched. If the recipient is bestowed at least six virtual levels, it also enjoys death ward for the duration of the spell.

XP: 1,000.



ENLIGHTENMENT (Transmutation) [Mind-Affecting]
The subject gains +2 to Charisma, Intelligence, and Wisdom for 1 minute/level.
Level: Brd 2, Clr 2, Cul 2, Drd 2, Gsh 2, Nja 2, Pal 2, Sor/Wiz 2
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 minute/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

The creature touched briefly becomes more charismatic, intelligent, and wise.

Enlightenment grants a +2 enhancement bonus to Charisma, Intelligence, and Wisdom, adding the usual benefits to Will saves and skill checks.



ENLIGHTENMENT, GREATER (Transmutation) [Mind-Affecting]
The subject gains +2 to Charisma, Intelligence, and Wisdom for 1 hour/2 levels.
Level: Brd 4, Clr 4, Cul 4, Drd 4, Gsh 4, Nja 4, Pal 4, Sor/Wiz 4; Zen 4
Duration: 1 hour/2 levels

The creature touched becomes more charismatic, intelligent, and wise.

This spell functions like enlightenment, except as noted above.



ENLIGHTENMENT, LESSER (Transmutation) [Mind-Affecting]
You gain +2 to Charisma, Intelligence, and Wisdom for 1 round/level.
Level: Brd 1, Clr 1, Cul 1, Drd 1, Gsh 1, Nja 1, Pal 1, Sor/Wiz 1
Range: Personal
Target: You
Duration: 1 round/level

You become more charismatic, intelligent, and wise.

This spell functions like enlightenment, except as noted above.



ENLIGHTENMENT, MASS (Transmutation) [Mind-Affecting]
One subject/level gains +2 to Charisma, Intelligence, and Wisdom for 1 minute/level.
Level: Brd 6, Clr 6, Cul 6, Drd 6, Gsh 6, Sor/Wiz 6
Range: Close (25ft + 5ft/2 levels)
Duration: One creature/level, no two of which can be more than 30 feet apart

The recipients briefly become more charismatic, intelligent, and wise.

This spell functions like enlightenment, except as noted above.



ENLIGHTENMENT OF A ZEN MONASTERY (Transmutation) [Mind-Affecting]
One subject/level gains +2 to Charisma, Intelligence, and Wisdom for 1 hour/2 levels.
Level: Clr 8, Drd 8, Sor/Wiz 8
Duration: 1 hour/2 levels

The recipients become more charismatic, intelligent, and wise.

This spell functions like mass enlightenment, except as noted above.



ERASE, GREATER (Abjuration / Transmutation) [Rune]
Mundane writing and magical symbols disappear.
Level: Brd 3, Cul 3, Sor/Wiz 5, Tnk 4
Target: One symbol or scroll or four pages

With a sweep of your hand, the deadly symbol warding the door vanishes forever.

This spell functions like erase, except as noted above and as follows. This spell affects all magical symbols, including all symbol spells, and the DC for erasing a magical symbol is equal to 10 + the spell level of the targeted rune. The chance of erasing nonmagical writing is 100%, and you do not trigger magical runes of 4th-level or lower, such as a glyph or warding, if you fail to erase it.




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.

0 Comments:

Post a Comment

<< Home