Spells: J-K-L
JELLYFISH'S ENDURANCE (Transmutation)
The subject suffers a –4 penalty to Constitution +1/4 levels for 1 minute/level.
Level: Brd 2, Drd 2, Ncr 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 target of the spell becomes as soft and delicate as a jellyfish.
The transmuted creature becomes frail, vulnerability, and unhealthy, taking a penalty to Constitution equal to 4 plus 1 for every four caster levels. This spell cannot lower Constitution below 1.
JINX (Necromancy) [Thaumaturgic]
You curse the creature touched for 10 minutes/level.
Level: Brd 3, Beg 3, Cul 2, Dsk 3, Ncr 3, Nja 3, Shm 2, Sor/Wiz 3; Lepk 3
Duration: 10 minutes/level
The target of the spell becomes temporarily cursed.
This spell functions like bestow curse, except as noted above.
JINX, GREATER (Necromancy) [Thaumaturgic]
You curse the creature touched greatly for 1 hour/level.
Level: Brd 6, Beg 6, Cul 6, Dsk 5, Ncr 6, Shm 5, Sor/Wiz 6
Duration: 1 hour/level
The target of the spell becomes temporarily cursed.
This spell functions like bestow greater curse, except as noted above.
JOLT (Evocation) [Electricity]
Your ray deals 1d3 points of electricity damage.
Level: Dsk 0, Sor/Wiz 0, Tnk 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
Your hand crackles with energy as a thin bolt of electricity flies from your finger.
An arc of electricity crackles from your pointing finger. With a successful ranged touch attack, you deal 1d3 points of electrical damage to the targeted creature.
JUXTAPOSITION (Conjuration: Teleportation)
You switch places with the targeted creature.
Level: Brd 5, Cul 5, Sor/Wiz 7
Components: V, S
Casting Time: 1 standard action
Range: Medium (100ft + 25ft/level)
Target: One creature
Duration: Instantaneous
Saving Throw: Fortitude negates
Spell Resistance: Yes
You instantly switch places with your jailer, leaving the giant in the cage while you enjoy its freedom.
You can target any creature within range that you can see. If the targeted creature fails a Fortitude save, you switch positionss: It immediately teleports to your exact location while you simultaneously teleport to its location.
KHORDRAH'S CHAINS (Evocation) [Force]
The subject is enwrapped in magical chains.
Level: Clr 4, Pal 3, Tnk 3
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25ft + 5ft/2lvl)
Target: One humanoid
Duration: 1 round/level
Saving Throw: None
Spell Resistance: Yes
Magical chains slowly crush the life out of your struggling captive.
The targeted creature is wrapped in glowing green chains of magical force. Khordrah's chains, named after the dwarven tinker-priest who created the spell, immediately pin the target's arms to its side, leaving it unable to make attacks with its hands or hand-held weapons, cast spells with somatic components, or take any action requiring the use of its arms or hands. The target can, however, speak normally and take move actions each round reliant of its feet (ground movement, jumping, etc.) - at least at first.
As a standard action, the target can attempt to break free of the chains with a DC 25 Strength check or DC 25 Escape Artist check. However, each failed attempt the target makes to break free causes the chains to constrict, dealing 2d6 points of crushing damage with each failed attempt and increasing by +2 the DC of the next attempt to break free. In addition, after suffering 4d6 points of crushing damage, the creature becomes fatigued and unable to speak and takes 1 point of Constitution damage. After suffering 6d6 points of crushing damage, the creature becomes exhausted and falls prone, unable to regain its footing, and takes 1d4 points of Constitution damage. After 8d6 points of crushing damage, the creature takes 1d6 points of Constitution damage and immediately begins to suffocate.
If the spell ends, is dispelled, or the creature breaks free, the creature immediately regains the ability to speak, breath, and regain its footing, but it recovers from exhaustion, fatigue, ability damage, and crushing damage only after the normal amount of rest or magical healing.
Material Component: a few links of chain
KHORDRAH'S ORDERS (Enchantment: Compulsion) [Language-Dependent / Mind-Affecting]
The subject obeys your commands.
Level: Clr 5, Cul 5, Pal 4; Order 5; Bkgd 4
Duration: 1 round/2 levels
Saving Throw: Will negates (see text)
The subject obeys your commands.
This spell functions as command, except as noted above and as follows. Each round of the spell, you can issue an additional single command to the targeted creature. If you do not issue a new command, the creature is compelled to execute the last command you gave again each round. Each round of the spell, the targeted creature gets an additional Will save to end the spell.
For example, a 10th-level caster casts this spell on a gnoll and commands it to Approach; the gnoll, failing its Will save, approaches. On the 2nd round, the caster commands the gnoll to Drop; the gnoll fails its Will save and drops its magic weapon. On the 3rd round, the caster picks up the weapon and commands the gnoll to Flee; the gnoll fails its Will save and flees. As the caster walks away on the 4th round, the gnoll is compelled to Flee again; the gnoll, however, makes its Will save and ends the spell, stopping in its tracks.
KHORDRAH'S PRISONER (Conjuration: Creation / Enchantment: Compulsion) [Mind-Affecting]
The subject is bound in magical chains.
Level: Clr 7, Tnk 6
Magical chains sentence the target to hopeless imprisonment.
This spell functions as the chaining option of binding, except as noted above and as follows. The duration is one month per caster level.
LEMMING'S WISDOM (Transmutation) [Mind-Affecting]
The subject suffers a –4 penalty to Wisdom +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 target of the spell becomes as wise and intuitive as a lemming.
The transmuted creature becomes foolish, rash, and reckless, taking a penalty to Wisdom equal to 4 plus 1 for every four caster levels. This spell cannot lower Wisdom below 1.
LITTLE DIPPER (Conjuration: Creation) [Water]
A small ladle of glittery lights pours water at your command.
Level: Brd 1, Sor/Wiz 1, Tnk 1; Cosmos 1
Components: V, S, M
Range: 5 feet
Twinkling lights like stars form the shape of a ladle in the air before you, and then pour out fresh water.
This spell functions like create water, except as noted above and as follows. A small ladle of glittering lights pours water at your command.
Material Component: an ordinary ladle.
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.
The subject suffers a –4 penalty to Constitution +1/4 levels for 1 minute/level.
Level: Brd 2, Drd 2, Ncr 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 target of the spell becomes as soft and delicate as a jellyfish.
The transmuted creature becomes frail, vulnerability, and unhealthy, taking a penalty to Constitution equal to 4 plus 1 for every four caster levels. This spell cannot lower Constitution below 1.
JINX (Necromancy) [Thaumaturgic]
You curse the creature touched for 10 minutes/level.
Level: Brd 3, Beg 3, Cul 2, Dsk 3, Ncr 3, Nja 3, Shm 2, Sor/Wiz 3; Lepk 3
Duration: 10 minutes/level
The target of the spell becomes temporarily cursed.
This spell functions like bestow curse, except as noted above.
JINX, GREATER (Necromancy) [Thaumaturgic]
You curse the creature touched greatly for 1 hour/level.
Level: Brd 6, Beg 6, Cul 6, Dsk 5, Ncr 6, Shm 5, Sor/Wiz 6
Duration: 1 hour/level
The target of the spell becomes temporarily cursed.
This spell functions like bestow greater curse, except as noted above.
JOLT (Evocation) [Electricity]
Your ray deals 1d3 points of electricity damage.
Level: Dsk 0, Sor/Wiz 0, Tnk 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
Your hand crackles with energy as a thin bolt of electricity flies from your finger.
An arc of electricity crackles from your pointing finger. With a successful ranged touch attack, you deal 1d3 points of electrical damage to the targeted creature.
JUXTAPOSITION (Conjuration: Teleportation)
You switch places with the targeted creature.
Level: Brd 5, Cul 5, Sor/Wiz 7
Components: V, S
Casting Time: 1 standard action
Range: Medium (100ft + 25ft/level)
Target: One creature
Duration: Instantaneous
Saving Throw: Fortitude negates
Spell Resistance: Yes
You instantly switch places with your jailer, leaving the giant in the cage while you enjoy its freedom.
You can target any creature within range that you can see. If the targeted creature fails a Fortitude save, you switch positionss: It immediately teleports to your exact location while you simultaneously teleport to its location.
KHORDRAH'S CHAINS (Evocation) [Force]
The subject is enwrapped in magical chains.
Level: Clr 4, Pal 3, Tnk 3
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25ft + 5ft/2lvl)
Target: One humanoid
Duration: 1 round/level
Saving Throw: None
Spell Resistance: Yes
Magical chains slowly crush the life out of your struggling captive.
The targeted creature is wrapped in glowing green chains of magical force. Khordrah's chains, named after the dwarven tinker-priest who created the spell, immediately pin the target's arms to its side, leaving it unable to make attacks with its hands or hand-held weapons, cast spells with somatic components, or take any action requiring the use of its arms or hands. The target can, however, speak normally and take move actions each round reliant of its feet (ground movement, jumping, etc.) - at least at first.
As a standard action, the target can attempt to break free of the chains with a DC 25 Strength check or DC 25 Escape Artist check. However, each failed attempt the target makes to break free causes the chains to constrict, dealing 2d6 points of crushing damage with each failed attempt and increasing by +2 the DC of the next attempt to break free. In addition, after suffering 4d6 points of crushing damage, the creature becomes fatigued and unable to speak and takes 1 point of Constitution damage. After suffering 6d6 points of crushing damage, the creature becomes exhausted and falls prone, unable to regain its footing, and takes 1d4 points of Constitution damage. After 8d6 points of crushing damage, the creature takes 1d6 points of Constitution damage and immediately begins to suffocate.
If the spell ends, is dispelled, or the creature breaks free, the creature immediately regains the ability to speak, breath, and regain its footing, but it recovers from exhaustion, fatigue, ability damage, and crushing damage only after the normal amount of rest or magical healing.
Material Component: a few links of chain
KHORDRAH'S ORDERS (Enchantment: Compulsion) [Language-Dependent / Mind-Affecting]
The subject obeys your commands.
Level: Clr 5, Cul 5, Pal 4; Order 5; Bkgd 4
Duration: 1 round/2 levels
Saving Throw: Will negates (see text)
The subject obeys your commands.
This spell functions as command, except as noted above and as follows. Each round of the spell, you can issue an additional single command to the targeted creature. If you do not issue a new command, the creature is compelled to execute the last command you gave again each round. Each round of the spell, the targeted creature gets an additional Will save to end the spell.
For example, a 10th-level caster casts this spell on a gnoll and commands it to Approach; the gnoll, failing its Will save, approaches. On the 2nd round, the caster commands the gnoll to Drop; the gnoll fails its Will save and drops its magic weapon. On the 3rd round, the caster picks up the weapon and commands the gnoll to Flee; the gnoll fails its Will save and flees. As the caster walks away on the 4th round, the gnoll is compelled to Flee again; the gnoll, however, makes its Will save and ends the spell, stopping in its tracks.
KHORDRAH'S PRISONER (Conjuration: Creation / Enchantment: Compulsion) [Mind-Affecting]
The subject is bound in magical chains.
Level: Clr 7, Tnk 6
Magical chains sentence the target to hopeless imprisonment.
This spell functions as the chaining option of binding, except as noted above and as follows. The duration is one month per caster level.
LEMMING'S WISDOM (Transmutation) [Mind-Affecting]
The subject suffers a –4 penalty to Wisdom +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 target of the spell becomes as wise and intuitive as a lemming.
The transmuted creature becomes foolish, rash, and reckless, taking a penalty to Wisdom equal to 4 plus 1 for every four caster levels. This spell cannot lower Wisdom below 1.
LITTLE DIPPER (Conjuration: Creation) [Water]
A small ladle of glittery lights pours water at your command.
Level: Brd 1, Sor/Wiz 1, Tnk 1; Cosmos 1
Components: V, S, M
Range: 5 feet
Twinkling lights like stars form the shape of a ladle in the air before you, and then pour out fresh water.
This spell functions like create water, except as noted above and as follows. A small ladle of glittering lights pours water at your command.
Material Component: an ordinary ladle.
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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