Spells: N-O
NECROMORPHOSIS (Necromancy / Transmutation: Polymorph) [Evil]
You become an undead.
Level: Clr 8, Ncr 7, Shm 6, Sor/Wiz 7
Components: V, S, M
The dark powers of unlife infuse your body, transforming you into the undead.
This spell functions as shapechange except as noted above and as follows. You may only assume the forms of nonunique Undead, and changing form during a round is a move action.
Material Component: Ash from a dead vampire.
NEUTRALIZING STRIKE (Abjuration)
Damages and holds non-neutral creatures.
Level: Neutrality 4
Components: V, S
Casting Time: 1 standard action
Range: Medium (100ft + 10ft/level)
Area: 20ft-radius burst
Duration: Instantaneous (1d6 rounds); see text
Saving Throw: Will partial; see text
Spell Resistance: Yes
A sphere of dull gray explodes, ravaging those out of step with neutrality.
You unleash neutralizing power to smite your enemies. The power takes the form of an exploding sphere of dull gray energy. Only creatures with a non-neutral component to their alignment, such as chaotic good and neutral evil creatures, are harmed by the spell.
The spell deals 1d8 points of damage per two caster levels (maximum 5d8) to creatures with no neutral component to their alignment (or 1d6 points of damage per caster level, maximum 10d6, to non-neutral outsiders) and holds them for 1d6 rounds (see the hold monster spell). A successful Will save reduces the damage by half and negates the hold effect.
The spell deals only half damage to creatures with no more than one neutral component to their alignment, and they are not held. Such a creature can reduce the damage by half again (down to one-quarter) with a successful Will save.
True neutral creatures are immune to this spell.
NEVILLE'S JAUNT (Conjuration: Teleportation)
You teleport to and from any location in sight.
Level: Brd 5, Cul 5, Dsk 5, Sor/Wiz 6; Lepk 4
Components: V, S
Casting Time: 1 standard action
Range: See text
Target: You
Duration: See text
You instantly travel to and back from a specific location, giving yourself enough time to complete your mission.
When this spell - crafted by a tricky gnome bard - is cast, you designate any location within sight and designate a timeframe of a number of rounds up to six. You then dimension door to the designated destination, where you remain for the designated number of rounds. After this time elapses, you are automatically dimension doored back to your original location, or to the nearest available space if your original location is now occupied.
Once the timeframe is designated, it cannot be changed, although you can cancel the return with a move action, and a dispel magic or similar effect can prematurely end the spell and cancel your return against your will.
NEVILLE'S SWITCH (Illusion: Glamer)
You switch appearances with the target.
Level: Brd 2, Beg 2, Cul 2, Sor/Wiz 2; Assn 2
Components: V, S
Casting Time: 1 standard action
Range: Close (25ft + 5ft/2 levels)
Target: One creature (see text)
Duration: 1 round/level (D)
Saving Throw: Will negates
Spell Resistance: Yes
You switch appearances with your foe. You now appear as the orc commander, while he now appears as you - and you command the orcs to attack.
When this spell is cast, you designate a creature within range whose appearance you could duplicate within the parameters of the disguise self spell. If the target fails its Will save, you automatically assume its appearance and it assumes yours, as if disguise self were cast upon both of you. You gain a +10 bonus to Diguise checks made to impersonate the target.
Any creature that interacts with either you or the target of the spell is entitled to a Will save to disbelieve the glamer. The target can also prompt a Will save to disbelieve by verbally protesting the accuracy of its appearance to onlookers, but only one such forced Will save is allowed for each onlooker. If an onlooker fails this forced save, it believes your protests are a deception or prompted by other magicks.
NIKADEMA'S SECOND CHANCE (Abjuration) [Temporal]
You can reattempt an action.
Level: Brd 2, Beg 3, Cul 2, Dsk 2, Nja 2, Sor/Wiz 3; Victory 3; Lepk 2
Components: M
Casting Time: 1 free action
Range: Personal
Target: You
Duration: Instantaneous
The creation of the legendary chronomancer, Nikadema's second chance allows you to reroll any failed attack roll, saving throw, ability check, or skill check that you just made. You must accept the result of the second roll.
Material Component: a rabbit's foot, four-leafed clover, copper piece that you found with Spot check, or similar talisman of luck.
NIKADEMA'S SUDDEN NONEXISTENCE (Conjuration: Teleportation) [Temporal]
You blink out of the timestream with a moment's notice.
Level: Beg 5, Cul 5, Sor/Wiz 5
Components: S
Casting Time: 1 free action
With a wink, you jump forward in time.
This spell functions like cease to be, except as noted above.
NIKADEMA'S TIMELY REPOSE (Abjuration) [Temporal]
You place yourself in suspended animation with a moment's notice.
Level: Ncr 9, Sor/Wiz 9
Components: V
Casting Time: 1 free action
With a word, you enter suspended animation.
This spell functions like personal stasis, except as noted above.
OLYMPIAN'S PHYSIQUE (Transmutation)
The subject gains +4 to Constitution, Dexterity, and Strength for 1 minute/level.
Level: Clr 7, Drd 7, Shm 6, Sor/Wiz 7
The affected creature enjoys the influence, intuition, and acuity of a zen yogi.
This spell functions like physique, except as noted above and as follows. The spell grants a +4 enhancement bonus to Constitution, Dexterity, and Strength, adding the usual benefit to Fortitude and Reflex saves, AC, hit points, melee rolls, and skill checks.
Material Component: a lock of hair from a giant.
OPTIMISM (Enchantment: Compulsion) [Mind-Affecting]
The subject gains a +2 bonus on attack rolls, saving throws, weapon damage rolls, and checks for 1 round/level.
Level: Brd 1, Cul 1, Gsh 1; Life 2
Range: Touch
Target: Creature touched
Duration: 1 round/level
The creature touched is granted hope and confidence.
This spell functions like good hope, except as noted above and as follows.
Optimism counters and dispels bane, doom, and doubt.
ORIGAMI FAMILIAR (Transmutation)
A paper figurine serves you as a familiar.
Level: Gsh 1
Components: V, S, M
Casting Time: 1 minute
Range: Close (25ft + 5ft/level)
Effect: paper familiar
Duration: 1 hour/level
Saving Throw: None
Spell Resistance: No
You animate an animal of folded paper to serve you as a familiar.
Casting this spell requires folding a piece of paper into the figurine of an animal. Upon completion of the casting, the figurine is animated for the duration of the spell and serves you as a limited familiar. You gain all the benefits of having a familiar as if you were a sorcerer one-third your caster level. The type of animal figurine used - a sparrow, lizard, rat, etc. - is of no consequence, and the familiar grants no special bonuses dependant on its intended animal type.
An origami familiar is a form of Diminutive animated object; use the statistics for a Tiny animated object with the following changes: Hit Dice: 1/4 d10 (1hp), Initiative: +4, Speed: 5ft, Armor Class: 17 (+4 size, +3 Dex), Base Attack/Grapple: +0/-17, Attack/Full Attack: -, Saves: Fort +0, Ref +3, Will +2, Abilities: Str 1, Dex 16, Con -, Int -, Wis 14, Cha 4.
Material Component: a clean sheet of paper folded into the shape of a tiny animal.
OTTO'S SPONTANEOUS SOIREE (Enchantment: Compulsion) [Mind-Affecting]
As Otto's irresistible dance, but affecting multiple creatures.
Level: Sor/Wiz 9; Joy 9
Range: 30 feet
Area: 1d3 creatures in a 10-foot radius
Duration: 1d3 rounds
Your enemies are overwhelmed with the uncontrollable urge to dance.
This spell functions like Otto's irresistible dance, except as noted above. Creatures with the lowest Hit Dice are affected first.
OVATION (Enchantment: Compulsion) [Mind-Affecting]
Enemies stop to applaud you.
Level: Brd 2, Beg 3, Gsh 2; Joy 3
Range: 30ft
Area: Cone-shaped burst
Your enemies are compelled to applaud.
This spell functions as applause, except as noted above and as follows. An invisible cone of adoration causes each living creature in the area to drop whatever it is holding and applaud for 1d4 rounds, unless it succeeds at a Will save.
OWL'S WISDOM, GREATER (Transmutation) [Mind-Affecting]
The subject gains +4 to Wisdom for 1 hour/2 levels.
Level: Clr 4, Cul 4, Drd 4, Gsh 4, Pal 4, Rgr 4, Shm 4, Sor/Wiz 4
Duration: 1 hour/2 levels
The recipient becomes lastingly wiser and more intuitive.
This spell functions like owl's wisdom, except as noted above.
OWL'S WISDOM, LESSER (Transmutation) [Mind-Affecting]
You gain +4 to Wisdom for 1 round/level.
Level: Clr 1, Cul 1, Drd 1, Gsh 1, Pal 1, Rgr 1, Shm 1, Sor/Wiz 1
Range: Personal
Target: You
Duration: 1 round/level
You briefly become wiser and more intuitive.
This spell functions like owl's wisdom, except as noted above.
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.
You become an undead.
Level: Clr 8, Ncr 7, Shm 6, Sor/Wiz 7
Components: V, S, M
The dark powers of unlife infuse your body, transforming you into the undead.
This spell functions as shapechange except as noted above and as follows. You may only assume the forms of nonunique Undead, and changing form during a round is a move action.
Material Component: Ash from a dead vampire.
NEUTRALIZING STRIKE (Abjuration)
Damages and holds non-neutral creatures.
Level: Neutrality 4
Components: V, S
Casting Time: 1 standard action
Range: Medium (100ft + 10ft/level)
Area: 20ft-radius burst
Duration: Instantaneous (1d6 rounds); see text
Saving Throw: Will partial; see text
Spell Resistance: Yes
A sphere of dull gray explodes, ravaging those out of step with neutrality.
You unleash neutralizing power to smite your enemies. The power takes the form of an exploding sphere of dull gray energy. Only creatures with a non-neutral component to their alignment, such as chaotic good and neutral evil creatures, are harmed by the spell.
The spell deals 1d8 points of damage per two caster levels (maximum 5d8) to creatures with no neutral component to their alignment (or 1d6 points of damage per caster level, maximum 10d6, to non-neutral outsiders) and holds them for 1d6 rounds (see the hold monster spell). A successful Will save reduces the damage by half and negates the hold effect.
The spell deals only half damage to creatures with no more than one neutral component to their alignment, and they are not held. Such a creature can reduce the damage by half again (down to one-quarter) with a successful Will save.
True neutral creatures are immune to this spell.
NEVILLE'S JAUNT (Conjuration: Teleportation)
You teleport to and from any location in sight.
Level: Brd 5, Cul 5, Dsk 5, Sor/Wiz 6; Lepk 4
Components: V, S
Casting Time: 1 standard action
Range: See text
Target: You
Duration: See text
You instantly travel to and back from a specific location, giving yourself enough time to complete your mission.
When this spell - crafted by a tricky gnome bard - is cast, you designate any location within sight and designate a timeframe of a number of rounds up to six. You then dimension door to the designated destination, where you remain for the designated number of rounds. After this time elapses, you are automatically dimension doored back to your original location, or to the nearest available space if your original location is now occupied.
Once the timeframe is designated, it cannot be changed, although you can cancel the return with a move action, and a dispel magic or similar effect can prematurely end the spell and cancel your return against your will.
NEVILLE'S SWITCH (Illusion: Glamer)
You switch appearances with the target.
Level: Brd 2, Beg 2, Cul 2, Sor/Wiz 2; Assn 2
Components: V, S
Casting Time: 1 standard action
Range: Close (25ft + 5ft/2 levels)
Target: One creature (see text)
Duration: 1 round/level (D)
Saving Throw: Will negates
Spell Resistance: Yes
You switch appearances with your foe. You now appear as the orc commander, while he now appears as you - and you command the orcs to attack.
When this spell is cast, you designate a creature within range whose appearance you could duplicate within the parameters of the disguise self spell. If the target fails its Will save, you automatically assume its appearance and it assumes yours, as if disguise self were cast upon both of you. You gain a +10 bonus to Diguise checks made to impersonate the target.
Any creature that interacts with either you or the target of the spell is entitled to a Will save to disbelieve the glamer. The target can also prompt a Will save to disbelieve by verbally protesting the accuracy of its appearance to onlookers, but only one such forced Will save is allowed for each onlooker. If an onlooker fails this forced save, it believes your protests are a deception or prompted by other magicks.
NIKADEMA'S SECOND CHANCE (Abjuration) [Temporal]
You can reattempt an action.
Level: Brd 2, Beg 3, Cul 2, Dsk 2, Nja 2, Sor/Wiz 3; Victory 3; Lepk 2
Components: M
Casting Time: 1 free action
Range: Personal
Target: You
Duration: Instantaneous
The creation of the legendary chronomancer, Nikadema's second chance allows you to reroll any failed attack roll, saving throw, ability check, or skill check that you just made. You must accept the result of the second roll.
Material Component: a rabbit's foot, four-leafed clover, copper piece that you found with Spot check, or similar talisman of luck.
NIKADEMA'S SUDDEN NONEXISTENCE (Conjuration: Teleportation) [Temporal]
You blink out of the timestream with a moment's notice.
Level: Beg 5, Cul 5, Sor/Wiz 5
Components: S
Casting Time: 1 free action
With a wink, you jump forward in time.
This spell functions like cease to be, except as noted above.
NIKADEMA'S TIMELY REPOSE (Abjuration) [Temporal]
You place yourself in suspended animation with a moment's notice.
Level: Ncr 9, Sor/Wiz 9
Components: V
Casting Time: 1 free action
With a word, you enter suspended animation.
This spell functions like personal stasis, except as noted above.
OLYMPIAN'S PHYSIQUE (Transmutation)
The subject gains +4 to Constitution, Dexterity, and Strength for 1 minute/level.
Level: Clr 7, Drd 7, Shm 6, Sor/Wiz 7
The affected creature enjoys the influence, intuition, and acuity of a zen yogi.
This spell functions like physique, except as noted above and as follows. The spell grants a +4 enhancement bonus to Constitution, Dexterity, and Strength, adding the usual benefit to Fortitude and Reflex saves, AC, hit points, melee rolls, and skill checks.
Material Component: a lock of hair from a giant.
OPTIMISM (Enchantment: Compulsion) [Mind-Affecting]
The subject gains a +2 bonus on attack rolls, saving throws, weapon damage rolls, and checks for 1 round/level.
Level: Brd 1, Cul 1, Gsh 1; Life 2
Range: Touch
Target: Creature touched
Duration: 1 round/level
The creature touched is granted hope and confidence.
This spell functions like good hope, except as noted above and as follows.
Optimism counters and dispels bane, doom, and doubt.
ORIGAMI FAMILIAR (Transmutation)
A paper figurine serves you as a familiar.
Level: Gsh 1
Components: V, S, M
Casting Time: 1 minute
Range: Close (25ft + 5ft/level)
Effect: paper familiar
Duration: 1 hour/level
Saving Throw: None
Spell Resistance: No
You animate an animal of folded paper to serve you as a familiar.
Casting this spell requires folding a piece of paper into the figurine of an animal. Upon completion of the casting, the figurine is animated for the duration of the spell and serves you as a limited familiar. You gain all the benefits of having a familiar as if you were a sorcerer one-third your caster level. The type of animal figurine used - a sparrow, lizard, rat, etc. - is of no consequence, and the familiar grants no special bonuses dependant on its intended animal type.
An origami familiar is a form of Diminutive animated object; use the statistics for a Tiny animated object with the following changes: Hit Dice: 1/4 d10 (1hp), Initiative: +4, Speed: 5ft, Armor Class: 17 (+4 size, +3 Dex), Base Attack/Grapple: +0/-17, Attack/Full Attack: -, Saves: Fort +0, Ref +3, Will +2, Abilities: Str 1, Dex 16, Con -, Int -, Wis 14, Cha 4.
Material Component: a clean sheet of paper folded into the shape of a tiny animal.
OTTO'S SPONTANEOUS SOIREE (Enchantment: Compulsion) [Mind-Affecting]
As Otto's irresistible dance, but affecting multiple creatures.
Level: Sor/Wiz 9; Joy 9
Range: 30 feet
Area: 1d3 creatures in a 10-foot radius
Duration: 1d3 rounds
Your enemies are overwhelmed with the uncontrollable urge to dance.
This spell functions like Otto's irresistible dance, except as noted above. Creatures with the lowest Hit Dice are affected first.
OVATION (Enchantment: Compulsion) [Mind-Affecting]
Enemies stop to applaud you.
Level: Brd 2, Beg 3, Gsh 2; Joy 3
Range: 30ft
Area: Cone-shaped burst
Your enemies are compelled to applaud.
This spell functions as applause, except as noted above and as follows. An invisible cone of adoration causes each living creature in the area to drop whatever it is holding and applaud for 1d4 rounds, unless it succeeds at a Will save.
OWL'S WISDOM, GREATER (Transmutation) [Mind-Affecting]
The subject gains +4 to Wisdom for 1 hour/2 levels.
Level: Clr 4, Cul 4, Drd 4, Gsh 4, Pal 4, Rgr 4, Shm 4, Sor/Wiz 4
Duration: 1 hour/2 levels
The recipient becomes lastingly wiser and more intuitive.
This spell functions like owl's wisdom, except as noted above.
OWL'S WISDOM, LESSER (Transmutation) [Mind-Affecting]
You gain +4 to Wisdom for 1 round/level.
Level: Clr 1, Cul 1, Drd 1, Gsh 1, Pal 1, Rgr 1, Shm 1, Sor/Wiz 1
Range: Personal
Target: You
Duration: 1 round/level
You briefly become wiser and more intuitive.
This spell functions like owl's wisdom, except as noted above.
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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