Spells: H-I

HARM, MASS (Necromancy)
As harm, but affecting multiple subjects.
Level: Clr 9, Ncr 9
Range: Close (25ft + 5ft/2 levels)
Targets: One or more creatures, no two of which can be more than 30ft apart

The flesh of your foes bursts and rips around you in a grisly eruption of death.

This spell functions like harm, except as noted above and as follows. The maximum amount of damage is 250 points to each creature.

HASTE, GREATER (Transmutation) [Temporal]
One creature/level gains +2 on attack rolls, +4 to AC and Reflex saves, +50 to movement, and other benefits.
Level: Brd 6, Beg 6, Cul 6, Sor/Wiz 6

Your allies become a deadly blur of speed.

This spell functions like haste, except as noted above and as follows. Affected creatures gain an extra attack with a full attack action at their highest BAB, +2 bonus on attack rolls, a +4 dodge bonus to AC and Reflex saves, and a +50 enhancement bonus to all forms of movement, with no maximum. Spellcasters applying Metamagic feats to spells cast without preparation can do so without increasing the casting time.

Greater haste counters greater slow and all lesser incarnations of that spell. Multiple haste effects do not stack.

Material Component: the whisker of a cheetah.

HASTE, LESSER (Transmutation) [Temporal]
You gain +1 on attack rolls, AC, and Reflex saves; +20 to movement; and an extra weapon attack.
Level: Brd 1, Beg 1, Cul 1, Dsk 1, Nja 1, Sor/Wiz 1; Lepk 1
Components: V, S
Range: Personal
Target: You

You become a deadly blur of speed.

This spell functions like haste, except as noted above and as follows.

Lesser haste counters lesser slow. Multiple haste effects do not stack.

HEAVENLY LIGHT (Evocation) [Light, Positive]
Your burst of light does 1d8/2 levels, and more against undead.
Level: Clr 6
Range: 60 feet
Effect: Cone-shaped burst
Saving Throw: Reflex half
Spell Resistance: Yes

A flood of glorious, heavenly light bursts from your eyes, burning the unfaithful and obliterates the undead.

This spell functions like searing light, except as noted above and as follows. A creature in the area of effect takes 1d8 points of damage per two caster levels (maximum 10d8). Constructs and animated objects take 1d6 points of damage per two caster levels (maximum 10d6). Undead creatures take 1d6 points of damage per caster level (maximum 15d6), while undead creatures especially vulnerable to bright light take 1d8 points of damage per caster level (maximum 20d8).

HUSH (Illusion: Glamer)
You silence the targeted creature.
Level: Brd 1, Beg 1, Clr 1, Cul 1, Gsh 1, Sor/Wiz 2; Assn 1
Range: Close (25ft + 5ft/2 levels)
Target: One creature
Duration: 1 round/level
Saving Throw: Will negates
Spell Resistance: Yes

You render the target soundless.

This spell functions as silence except as noted above and as follows. You target a single creature with the spell. If the creature is unwilling and fails its Will save, it is magically silenced and cannot speak or make noise in any way. The effect does not extend beyond the targeted creature and its possessions and provides no protection to the targeted creature against sonic or language-based attacks.

ILLIQUIN'S AMORPHIA (Transmutation: Polymorph)
You take on the qualities of an ooze.
Level: Ncr 6, Sor/Wiz 6; Change 6
Components: V, S, M
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 minute/level (D)

Your limbs bend in impossible ways and features smear like frosting as you suddenly puddle to the floor, oozing past your enemies.

Your body and possessions take on a gelatinous quality, granting you some of the attributes of an ooze. While under the effects of Illiquin's amorphia, a spell designed by a drow witch, your ground movement rate is reduced by 10, but you acquire a climb speed of 20 (or +10 to your existing climb speed, whichever is greater) and immunity to poison, paralysis, polymorph, and critical hits. Piercing and slashing weapons harmlessly pass through you, and bluedgeoning attacks deal only half-damage. By compressing your body, you can move through cracks as narrow as 1 inch diameter as a full round action. In addition, you secrete a mild corrosive that deals 1d6 points of acid damage to organic creatures with a touch attack and that deals 1d6 points of acid damage to any organic creature that strikes you with a natural weapon.

All of your possessions at the time you cast the spell take on the same gelatinous quality, rendering your piercing and slashing attacks ineffective and reducting the damage of your bludgeoning attacks by half. However, you may pick up and wield normally weapons that were not in your possession at the time of casting.

Material Component: a glob of grease.

ILLIQUIN'S DYSMORPHIA (Transmutation: Polymorph)
You horribly disfigure the creature touched.
Level: Ncr 6, Shm 5, Sor/Wiz 6
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Living creature touched
Duration: Permanent
Saving Throw: Fortitude negates
Spell Resistance: Yes

With your touch, the target's flesh liquefies and oozes like hot wax before solidifying into new, grotesque shapes.

Your touch horribly disfigures the targeted creature. If the creature fails its saving throw, it suffers 2d4 points of Charisma drain, 1d4 points of Constitution drain, and 1d4 points of damage for every point of Charisma and Constitution drained. In addition, the creature suffers a -4 penalty to Disguise checks as well as one of the following mutations, determined randomly by rolling 1d8:

1: The creature's ears are left useless clumps of gnarled flesh. It is permanently deafened.
2: The creature's mouth and throat become a clotted mass of oozing tumors. It loses the ability to speak and cast spells with a Verbal component.
3: The creature's eyes disappear, covered with displaced skin and bone. It is permanently blinded.
4: The creature's skin becomes a leathery sheath of scar tissue. It heals only half the normal amount of damage after a full night's rest, is only cured of half the normal amount of damage by magic, and suffers a -2 penalty to all skills that required a sense of touch (Sleight of Hand, Search, Heal, Open Lock, etc.). It also enjoys damage reduction 1/-.
5: One of the creature's legs becomes hobbled, ending in an awkward stump. Its ground movement rate and swim speed (if any) is halved, and it suffers a -2 penalty to Reflex saves, AC, and all skill checks involving the use of both legs or the affected leg (Jump, Climb, Move Silently, Swim, etc.).
6: The creature's organs shift to less protected parts of its anatomy. The critical threat of all weapons wielded against the creature increases by 1 (which stacks with Improved Critical), opponents receive a +4 circumstance bonus to all confirming critical rolls, and the critical multiplier of all weapons used against the creature increases by x1.
7: One of the creature's arms becomes withered and lame, ending in a useless twist of flesh. It can no longer make attacks that require the use of its main hand, and it suffers a -2 penalty to all skill checks involving the use of both hands or the affected arm (Climb, Disable Device, Open Locks, Sleight of Hand, etc.)
8: Roll twice; on a result of 8 on the second roll, add +1 to the roll.
9: The creature is reduced to a twisted mass of deformed flesh. It is deafened, muted, blinded, rendered both hobbled and lame, and its internal organs are left exposed, as described above. In addition, the creature's nose and mouth are rendered nonfunctional, and it loses the ability to eat and breathe. The creature immediately begins to suffocate.

Upon a successful Fortitude save, the creature touched suffers 1 point of Constitution damage and 1 point of Charisma damage.

Illiquin's dysmorphia can be reversed by any spell or effect that can reverse baleful polymorph.
Any creature immune to baleful polymorph is also immune to this spell.

ILLIQUIN'S XENOMORPHIA (Transmutation: Polymorph) [Chaotic]
You become an aberration.
Level: Cul 6, Ncr 8, Sor/Wiz 7; Alien 8
Components: V, S, M

The warping energies of chaos twist your body, transforming you into an aberration.

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

Material Component: an eyestalk from a beholder.

IMMATURE (Necromancy) [Temporal]
The mind of the humanoid touched reverses one age bracket.
Level: Brd 4, Clr 4, Ncr 4, Sor/Wiz 4; Children 5
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: Humanoid touched
Duration: Instantaneous
Saving Throw: Will partial
Spell Resistance: Yes

You revert the mind of your enemy to that of a younger, less experienced age.

You cause the humanoid touched to make a Will save. If the creature succeeds at the save, it is shaken for 1 round. If it fails the save, its mind reverts one age bracket, reversing all the normal ability score bonuses of its starting age but none of the ability score penalties and imposing an additional -1 penalty to Charisma, Intelligence, and Wisdom. For example, if cast upon a Mature dwarf that fails its save, the spell reduces the age of the dwarf's mind to Adult, reversing the +1 penalty to Charisma, Intelligence, and Wisdom associated with Mature age, for a net -2 penalty to all three ability scores. Multiple castings of immature stack.

If cast upon a humanoid younger than Adult, the spell has no effect.

Creatures immune to magical aging receive a +2 bonus to their save. The effects of this spell can only be undone with greater restoration, limited wish, miracle, remove curse, or wish.

Material Component: hair from a humanoid infant.

You inflict a minor wounds on the targets.
Level: Clr 2, Cul 2, Ncr 2, Shm 2

Gashes appear on your enemies.

This spell functions like inflict light wounds: mass except that you deal only 1 point of damage and a Will save negates the damage instead of halving it.

INTERNAL SUNDIAL (Divination) [Temporal]
You have an uncanny sense of the passage of time.
Level: Brd 0, Cul 0, Drd 0, Rgr 1, Shm 0, Sor/Wiz 0, Tnk 0
Components: S, M
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 24 hours

Your mind functions like a clockwork timepiece, meticulously counting the passing seconds of your life.

You always know the precise time and can accurately estimate the passage of time. You never lose track of time, even after being rendered unconscious, and can always pinpoint the passage of time with an accuracy of within 1 round. This spell functions only in environments where time flows at the same pace as on your native plane. On planes where time flows at a different rate, you must make an Intelligence check (DC 10 + twice the factor at which time flows different than in your home plane, such as DC 14 for planes where time flows twice or half as fast as on your native plane) to accurately judge the current time or the passage of time.

Material Component: a pinch of sand from an hourglass.

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