5.04.2004

Spells: F-G

FAIRY WINGS (Transmutation) [Chromatic]
Butterfly wings shed light and grant you a fly speed.
Level: Drd 3, Gsh 3
Components: V, S, M
Casting Time: 1 standard action
Range: Personal
Target: You
Effect: Pair of wings
Duration: 1 minute/level (D)

In a burst of prismatic glitter, you take flight with butterfly wings glowing with the colors of the rainbow.

Irridescent butterfly wings sprout from your back, providing you with a fly speed equal to 40 or your ground rate +10 (whichever is lower) at Average maneuverability; if you have a Dexterity bonus of +4 or higher, your maneuverability is Good. The wings glow with rainbow luminescence, shedding torchlight and granting you a +1 bonus to all Charisma-based checks while wearing the wings. You can dismiss the wings as a free action.

When the spell expires, the wings disappear and you feather fall back to the ground. If the wings are dispelled or the spell ended prematurely against your will, you suffer falling damage normally.

Material Component: a butterfly or a butterfly wing.



FINGER OF FLAME (Evocation) [Fire]
Your ray deals 1d3 points of fire damage.
Level: Dsk 0, Shm 0, Sor/Wiz 0
Components: V, S
Casting Time: 1 standard action
Range: Close (25ft + 5ft/2 levels)
Effect: Ray
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

With a point of your finger, burning fire streaks toward your enemy.

A jet of flames roars from your pointing finger. With a successful ranged touch attack, you deal 1d3 points of Fire damage to the targeted creature.



FLORAMORPHOSIS (Transmutation: Polymorph)
You become a plant.
Level: Drd 6, Shm 5
Components: V, S

Your skin grows thorny and green as you assume the form of a plant creature.

This spell functions as shapechange except as noted above and as follows. You may only assume the forms of nonunique Plants, and changing form during a round is a move action.



FLY, GREATER (Transmutation)
You can fly at great speed.
Level: Sor/Wiz 4
Duration: 1 hour

The recipient soars across the sky almost faster than the eye can follow.

This spell functions like fly, except as noted above and as follows. The recipient flies at a speed of 90 feet.



FOX'S CUNNING, GREATER (Transmutation) [Mind-Affecting]
The subject gains +4 to Intelligence for 1 hour/2 levels.
Level: Brd 4, Shm 4, Sor/Wiz 4, Tnk 4; Assn 4
Duration: 1 hour/2 levels

The recipient enjoys greater intellect and acuity.

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



FOX'S CUNNING, LESSER (Transmutation) [Mind-Affecting]
You gain +4 to Intelligence for 1 round/level.
Level: Brd 1, Beg 1, Nja 1, Shm 1, Sor/Wiz 1, Tnk 1; Assn 1, Lepk 1
Range: Personal
Target: You
Duration: 1 round/level

You enjoy greater intellect and acuity.

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



FREEZEBLOOD (Necromancy / Transmutation) [Cold]
Your touch freezes the blood, paralyzing for up to 1 round/level.
Level: Dsk 2, Ncr 2, Sor/Wiz 2
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Area: One humanoid creature
Duration: 1 round/level (D); see text
Saving Throw: Fortitude partial
Spell Resistance: Yes

Your hand shimmers with a pale blue light. Your touch causes your target to shudder and exhale a visible plume as frost crystals glitter across skin as cold and pale as ice.

You must succeed on a melee touch attack against a humanoid creature, forcing the creature to make a Fortitude save. If the creature succeeds, it is slowed for 1 round. If the creature fails the save, its blood freezes in its veins, paralyzing it and leaving its skin pale and cold to the touch. The creature is aware and breathes normally but cannot take any actions or speak. Each round affected by the spell, the target suffers 1d6 points of nonlethal Cold damage. Each round on its turn, the subject may attempt a new saving throw as a full-round action to end the effect.

A winged creature that is paralyzed cannot flap its wings and falls. A swimmer cannot swim and may drown. Creatures under the effects of endure elements, with the Cold or Fire subtype, or those without liquid blood are unaffected by this spell.

Material Component: crushed pearl worth at least 10gp.



FURY EYES (Necromancy / Transmutation) [Fear, Mind-Affecting]
Your fiery eyes give you a +10 bonus or more to Intimidate checks for 1 round/level.
Level: Brd 1, Beg 1, Cul 1, Dsk 1, Gsh 1, Ncr 1, Shm 1, Sor/Wiz 1; Anger 1; Bkgd 1
Components: V, S, M
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level (D)

Your eyes become the glowing embers of fiery anger, like the glare of a furious demon, causing your enemies to bend to your burning will.

Your eyes burn with a red, fiendish light, giving you a +10 enhancement bonus on Intimidate checks. The enhancement bonus increases to +20 at caster level 10, and to +30 (the maximum) at caster level 20.

Material Component: a coal.



GEMINI TWIN (Conjuration: Creation / Necromancy)
You create an exact duplicate of yourself.
Level: Ncr 9, Sor/Wiz 9
Components: V, S, M
Casting Time: 1 standard action
Range: 10 feet
Effect: One clone
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: No

Suddenly, you are two.

You create a temporary clone of yourself of the opposite sex, which appears by your side and, unless mentally directed by you (a free action), acts as you would, with all the knowledge you possessed at the time of its creation. The gemini twin has the same number of hit points, memories, abilities, and spellcasting ability as you did when you cast the spell (minus the damage inflicted by the Material Component), and it is identical to you in every way except in gender. The twin appears with nonmagical versions of any equipment you were wearing at the time of casting.

At the end of the duration, the twin disappears, healing half of the damage inflicted on you by the casting of the spell. If the clone is killed, it also disappears, but the damage inflicted by the casting of the spell becomes permanent and can only be healed by magic. If you are killed during while the clone still lives, your consciousness is immediately transferred to the clone, causing the clone an immediate loss of two points of Constitution (per resurrection); and the clone becomes your new permanent body.

Material Component: a piece of your own flesh, causing 2d8 points of damage as the spell is cast.



GLIMPSE OF ETERNITY (Divination) [Mind-Affecting, Temporal]
Visions of the future drive the targeted creature insane.
Level: Sor/Wiz 7

Your victim gasps, stutters, and twitches, its eyes wide as it perceives an infinity of possible futures at once, destroying its sanity.

This spell functions like insanity, except as noted above and as follows. You cause the targeted creature to receive a disorienting, overwhelming vision of all possible futures in a single moment, an overload of information that renders the creature insane if it fails its Will save.

If eventually cured of this insanity, the creature retains no understanding or decipherable recollection of what it saw.



GOLEM'S ENDURANCE (Transmutation)
The subject gains +8 to Constitution for 1 minute/level.
Level: Clr 7, Sor/Wiz 7, Tnk 6

The affected creature enjoys the endurance and stamina of an iron golem.

This spell functions like bear's endurance, except as noted above and as follows. The spell grants a +8 enhancement bonus to Constitution, adding the usual benefits to hit points, Fortitude saves, Constitution checks, and other uses of the Constitution modifier.

Material Component: a drop of essence from an elder earth elemental or plating from an iron golem.



GOLGAMOTH'S GRUESOME INVERSION (Necromancy)
You turn the targeted creature inside-out.
Level: Ncr 5, Sor/Wiz 5
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25ft + 5ft/2 levels)
Target: One living creature (see text)
Duration: 1 round/level
Saving Throw: Fortitude negates (see text)
Spell Resistance: Yes

With a twisting gesture of your hand, your enemy violently turns inside-out with a disgusting slurping sound and spray of blood, wracking it with agony while exposing its internal organs.

You cause the targeted creature to effectively be turned inside-out if it fails its Fortitude save. While being turned inside-out would normally instantly kill the creature, and in the least leave it incapacitated and blind, Gorgamoth's gruesome inversion is not so merciful or quick.

The effect immediately deals 4d6 points of damage, 1d6 points of Constitution damage, and renders the target nauseated with pain for the duration of the spell. Any time the creature takes a standard or full action or takes a move action to move more than 5 feet, it suffers another 1d6 points of damage. While turned inside out, the target automatically fails any Charisma-based skill check reliant on interaction. In addition, the creature's internal organs are displaced to the outside of its body, causing any successful attack roll to be an automatic critical hit.

So unsettling is the appearance of the creature to others (except the caster) that any creature within 30 feet that looks upon the affected creature for the first time must make a Will save of be subjected to a cause fear effect, with the DC equal to this spell's DC.

At the end of the duration, the creature is returned to its natural state of inside-in. Nonliving creatures, Oozes, Plants, creatures without a discernable anatomy, and creature's immune to critical hits are not affected by this spell.

Material Component: a glove turned inside-out.



GOTHIC (Illusion: Glamer) [Chromatic]
Colors you wear turn black and gray, granting +3 to Hide checks.
Level: Brd 0, Beg 0, Cul 0, Dsk 0, Ncr 0, Sor/Wiz 0, Tnk 0
Components: V, S
Casting Time: 1 standard action
Range: Personal
Duration: 1 minute/level (D)
Saving Throw: None
Spell Resistance: No

All the color bleeds from you, leaving your clothes and body the muted gray shades of shadow.

This spell changes the color of all of your clothing, skin, eyes, and your hair to shades of black and gray. You receive a +3 bonus to Hide checks made in shadows for the duration of the spell.



GRACE OF A SPARROW FLOCK (Transmutation)
One subject/level gains +4 to Dexterity for 1 hour/2 levels.
Level: Drd 8, Sor/Wiz 8
Duration: 1 hour/2 levels

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



GRAND ABJURATION (Abjuration) [See Text / Thaumaturgic]
You can replicate one of several potent Abjuration spells.
Level: Sor 9

You warp raw magic into a powerful Abjuration effect.

This spell functions like minor abjuration, except as noted above and as follows. Grand abjuration allows you to replicate a single Abjuration sorcerer spell of 7th-level or lower, such as antimagic field or spell turning, even if you do not know the spell chosen.



GRAND CONJURATION (Conjuration: See Text) [See Text / Thaumaturgic]
You can replicate one of several potent Conjuration spells.
Level: Sor 9

You warp raw magic into a powerful Conjuration effect.

This spell functions like minor conjuration, except as noted above and as follows. Grand conjuration allows you to replicate a single Conjuration sorcerer spell of 7th-level or lower, such as plane shift or wall of iron, even if you do not know the spell chosen.



GRAND DIVINATION (Divination: See Below) [See Text / Thaumaturgic]
You can replicate one of several potent Divination spells.
Level: Sor 9

You warp raw magic into a powerful Divination effect.

This spell functions like minor divination, except as noted above and as follows. Grand divination allows you to replicate a single Divination sorcerer spell of 7th-level or lower, such as true seeing or vision, even if you do not know the spell chosen.



GRAND ENCHANTMENT (Enchantment: See Text) [See Text / Thaumaturgic]
You can replicate one of several potent Enchantment spells.
Level: Sor 9

You warp raw magic into a powerful Enchantment effect.

This spell functions like minor enchantment, except as noted above and as follows. Grand enchantment allows you to replicate a single Enchantment sorcerer spell of 7th-level or lower, such as geas/quest or insanity, even if you do not know the spell chosen.



GRAND EVOCATION (Evocation) [See Text / Thaumaturgic]
You can replicate one of several potent Evocation spells.
Level: Sor 9

You warp raw magic into a powerful Evocation effect.

This spell functions like minor evocation, except as noted above and as follows. Grand evocation allows you to replicate a single Evocation sorcerer spell of 7th-level or lower, such as contingency or prismatic spray, even if you do not know the spell chosen.



GRAND ILLUSION (Illusion: See Text) [See Text / Thaumaturgic]
You can replicate one of several potent Illusion spells.
Level: Sor 9

You warp raw magic into a powerful Illusion effect.

This spell functions like minor illusion, except as noted above and as follows. Grand illusion allows you to replicate a single Illusion sorcerer spell of 7th-level or lower, such as project image or shadow walk, even if you do not know the spell chosen.



GRAND NECROMANCY (Necromancy) [See Text / Thaumaturgic]
You can replicate one of several potent Necromancy spells.
Level: Ncr 9 [Gravetouched], Sor 9

You warp raw magic into a powerful Necromancy effect.

This spell functions like minor necromancy, except as noted above and as follows. Grand necromancy allows you to replicate a single Necromancy sorcerer spell of 7th-level or lower, such as create undead or finger of death, even if you do not know the spell chosen.



GRAND TRANSMUTATION (Transmutation: See Text) [See Text / Thaumaturgic]
You can replicate one of several potent Transmutation spells.
Level: Sor 9

You warp raw magic into a powerful Transmutation effect.

This spell functions like minor transmutation, except as noted above and as follows. Grand transmutation allows you to replicate a single Transmutation sorcerer spell of 7th-level or lower, such as disintegrate or reverse gravity, even if you do not know the spell chosen.




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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