Spells: Q-R
QUICKLING'S GRACE (Transmutation)
The subject gains +8 to Dexterity for 1 minute/level.
Level: Brd 6, Cul 6, Drd 7, Gsh 6, Sor/Wiz 7; Children 7
You grant the recipient the agility, finesse, and reflexes of a quickling.
This spell functions like cat's grace, except as noted above and as follows. The spell grants a +8 enhancement bonus to Dexterity, adding the usual benefits to AC, Reflex saves, and other uses of the Dexterity modifier.
Material Component: a drop of essence from an elder air elemental.
QUICKSTEP (Transmutation) [Temporal]
You instantly run over land and water to a designated location.
Level: Brd 3, Cul 3, Rgr 3, Sor/Wiz 4; Lepk 2
Components: V, S
Casting Time: 1 standard action
Range: See text
Target: You
Duration: Instantaneous
Saving Throw: See text
Spell Resistance: No
Faster than the eye can follow and with the crack of thunder, you speed to your destination, traversing impossible terrains with ease.
You gain the ability to run so fast that you instantly appear at a designated location, running freely over most traversable obstacles and even running across water. When you cast this spell, you must designated any destination within sight. A clear, unobstructed, direct path of either ground or liquid must lie between you and the designated location; if you designate a location otherwise unreachable to you – such as one floating in the air, located underwater, or separated from you by a wall, chasm, or other obstacle you could not normally run over – the spell fells.
You then run instantly to the designated location along the most direct route, enjoying the benefits of freedom of movement and water walk for the purpose of overcoming obstacles in your path. You move so fast that any obstacle of fire, cold, or gas that you can run through or, by means of this spell, across normally do you no harm - such as a lake of lava, a gloud of poison gas, or a field of freezing chill.
In addition, your departure and arrival are accompanied by a minor sonic boom that forces all creatures within 5 feet of your starting and ending points to succeed at a Fortitude save or be deafened for 1d4 rounds.
RAINBOW CHARIOT (Evocation) [Chromatic]
You streak across the sky, leaving a rainbow trail.
Level: Drd 4; Rainbow 4; Lepk 4
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round
Saving Throw: None
Spell Resistance: No
You ride a rainbow across the sky to a distant destination.
Upon casting this spell under an open sky, you are propelled through the air toward any destination you choose within sight. You move in an arc at a rate sufficient to reach your destination in 1 round. As you fly you trail a rainbow, marking your path across the sky in brilliant colors that persist for 10 minutes after the spell is cast.
When you arrive at your destination, you are deposited safely to the ground.
RAINBOW SPRAY (Illusion: Pattern) [Chromatic, Mind-Affecting]
Your colorful spray knocks unconscious, blinds, and/or stuns 1d6 creatures.
Level: Brd 2, Beg 2, Gsh 2, Sor/Wiz 3; Rainbow 3; Lepk 2
A dazzling spray of colors leap from your fingers.
This spell functions like color spray, except as noted above and as follows. The HD of creatures affected by the spray are doubled – for example, creatures of 10HD or more are stunned for 1 round.
RELIVE THE MOMENT (Abjuration / Transmutation) [Temporal]
You relive 1 round.
Level: Sor/Wiz 9
Components: V, XP
Casting Time: 1 swift action
Range: See text
Target: See text
Duration: 1 round (see text)
Saving Throw: None
Spell Resistance: No
You relive 1 round of history, empowered with the knowledge to change its outcome.
You cast this spell as a swift action - and for 1 round, nothing happens. The events unfold around you normally, and you are free to act normally. (The DM then records all the events that take place that round in the exact order they occur, including the results of all rolls - and even the event of your death, if applicable - and notes which of those events of which you are aware as they happen. If you are killed or rendered unconscious during this round, the player should leave the room for the remainder of the round or otherwise be left ignorant of the events that happened after the character fell so as not to be able to attempt to influence events the character could not perceive.)
At the beginning of your next turn, however, you find yourself back at the beginning of your previous turn, exactly where and as you were immediately after you cast relive the moment - in effect, time has been rolled back 1 round. But there are two important differences: the swift action and XP you used to cast the spell are still expended and, most importantly, you remember how the round played out in that round, up to and including your own death, if applicable, and can take action to change the course of events.
All events that happened during that round then begin to unfold again in exactly the same way and same order as they previously had - as your allies do not remember what had happened as you do, they too simply take the same actions again, even if those actions will result in their deaths. But you may now take action to change the course of those events. You may change your personal actions for the round, which may (but may not) alter how unvents unfold for you and possibly for others. You may takes action to protect allies from their coming fates, such as shouting a warning or casting a spell to protect them. You may avoid perils that were previously unknown but that know you know having lived them once, such as traps and ambushes. You may take an alternate course of action knowing now the outcome of your original course of action. In essence, you may take any action available to you to attempt to change the course of events that you know will unfold during the round. The DM determines if and how your actions logically and realistically change anything.
You cannot take any actions to change events you did not perceive, although your actions may change these unknown events as a side-effect. If, for example, you were killed by a force or creature unseen, you remember that you died but not how you were killed - but teleporting away may save you from that undefined but imminent. Similarly, if you are killed, knocked unconscious, or otherwise rendered unable to perceive events, you retain no knowledge of what happened after you were so felled and cannot take actions to change events that occurred after your fall, although if you avoid being so felled, you may change events that unfolded after your originally died (and that begin to unfold again occur after you cheat that death) merely by being present and participating.
If, for example, in the original round you were charged by an opponent that struck you for critical damage that killed you, prompting an ally to rush to your aid and, as a result, be slain by the same opponent, then in the relived round you might instead dimension door out of the opponent's reach and avoid that deadly encounter - and as you were not killed by that opponent, your ally does not rush to your aid to also be killed and can instead take an entirely new action appropriate to the new circumstances. However, you might inadvertantly dimension door to a location that was then and is again consumed by the fireball that exploded after you originally died (which you would have retained no knowledge of, having been dead at the time), and that explosion occurs normally again, you die in the explosion instead, and your ally may be compelled to rush to your aid again, but may not be killed by doing so since the circumstances of your death are now different.
If you take no alternate or additional actions during the round, essentially repeating what you originally did during that round, or if the new actions you take have no net effect (you shout a warning that cannot be heard, you cast a spell that fails or results in the same outcome, your new actions encounter new reactions that result in the same or identical outcome as before, etc.), the events play out normally and the round ends exactly as it originally did and the spell expires.
XP: 3000.
REMEMBER (Divination) [Temporal]
You gain a +10 bonus to your next Knowledge check.
Level: Brd 1, Sor/Wiz 1, Tnk 1; Thought 1
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 minute until discharged (see text)
Upon casting the spell, you can remember an obscure but useful fact.
You receive a +10 insight bonus to the first Knowledge check or Bardic Knowledge check that you make before the duration expires.
REPEL (Evocation) [Force]
You push your target away.
Level: Beg 4, Sor/Wiz 4
Area: Cone-shaped burst (see below)
You shove your enemies back with a wave of force.
This spell functions as push except as noted above and as follows. The targets of repel are subjected to individual bull rush attempts made by an invisible wave of force.
You can instead choose to cast repel as a focused line effect, as opposed to a cone-shaped burst, that only affects targets in the direct line of fire. When casting this focused version of repel, you receive a +4 bonus to the spell's effective Strength score and the spell instead deals 1d6 points of nonlethal damage for every two caster levels (maximum 10d6).
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 gains +8 to Dexterity for 1 minute/level.
Level: Brd 6, Cul 6, Drd 7, Gsh 6, Sor/Wiz 7; Children 7
You grant the recipient the agility, finesse, and reflexes of a quickling.
This spell functions like cat's grace, except as noted above and as follows. The spell grants a +8 enhancement bonus to Dexterity, adding the usual benefits to AC, Reflex saves, and other uses of the Dexterity modifier.
Material Component: a drop of essence from an elder air elemental.
QUICKSTEP (Transmutation) [Temporal]
You instantly run over land and water to a designated location.
Level: Brd 3, Cul 3, Rgr 3, Sor/Wiz 4; Lepk 2
Components: V, S
Casting Time: 1 standard action
Range: See text
Target: You
Duration: Instantaneous
Saving Throw: See text
Spell Resistance: No
Faster than the eye can follow and with the crack of thunder, you speed to your destination, traversing impossible terrains with ease.
You gain the ability to run so fast that you instantly appear at a designated location, running freely over most traversable obstacles and even running across water. When you cast this spell, you must designated any destination within sight. A clear, unobstructed, direct path of either ground or liquid must lie between you and the designated location; if you designate a location otherwise unreachable to you – such as one floating in the air, located underwater, or separated from you by a wall, chasm, or other obstacle you could not normally run over – the spell fells.
You then run instantly to the designated location along the most direct route, enjoying the benefits of freedom of movement and water walk for the purpose of overcoming obstacles in your path. You move so fast that any obstacle of fire, cold, or gas that you can run through or, by means of this spell, across normally do you no harm - such as a lake of lava, a gloud of poison gas, or a field of freezing chill.
In addition, your departure and arrival are accompanied by a minor sonic boom that forces all creatures within 5 feet of your starting and ending points to succeed at a Fortitude save or be deafened for 1d4 rounds.
RAINBOW CHARIOT (Evocation) [Chromatic]
You streak across the sky, leaving a rainbow trail.
Level: Drd 4; Rainbow 4; Lepk 4
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round
Saving Throw: None
Spell Resistance: No
You ride a rainbow across the sky to a distant destination.
Upon casting this spell under an open sky, you are propelled through the air toward any destination you choose within sight. You move in an arc at a rate sufficient to reach your destination in 1 round. As you fly you trail a rainbow, marking your path across the sky in brilliant colors that persist for 10 minutes after the spell is cast.
When you arrive at your destination, you are deposited safely to the ground.
RAINBOW SPRAY (Illusion: Pattern) [Chromatic, Mind-Affecting]
Your colorful spray knocks unconscious, blinds, and/or stuns 1d6 creatures.
Level: Brd 2, Beg 2, Gsh 2, Sor/Wiz 3; Rainbow 3; Lepk 2
A dazzling spray of colors leap from your fingers.
This spell functions like color spray, except as noted above and as follows. The HD of creatures affected by the spray are doubled – for example, creatures of 10HD or more are stunned for 1 round.
RELIVE THE MOMENT (Abjuration / Transmutation) [Temporal]
You relive 1 round.
Level: Sor/Wiz 9
Components: V, XP
Casting Time: 1 swift action
Range: See text
Target: See text
Duration: 1 round (see text)
Saving Throw: None
Spell Resistance: No
You relive 1 round of history, empowered with the knowledge to change its outcome.
You cast this spell as a swift action - and for 1 round, nothing happens. The events unfold around you normally, and you are free to act normally. (The DM then records all the events that take place that round in the exact order they occur, including the results of all rolls - and even the event of your death, if applicable - and notes which of those events of which you are aware as they happen. If you are killed or rendered unconscious during this round, the player should leave the room for the remainder of the round or otherwise be left ignorant of the events that happened after the character fell so as not to be able to attempt to influence events the character could not perceive.)
At the beginning of your next turn, however, you find yourself back at the beginning of your previous turn, exactly where and as you were immediately after you cast relive the moment - in effect, time has been rolled back 1 round. But there are two important differences: the swift action and XP you used to cast the spell are still expended and, most importantly, you remember how the round played out in that round, up to and including your own death, if applicable, and can take action to change the course of events.
All events that happened during that round then begin to unfold again in exactly the same way and same order as they previously had - as your allies do not remember what had happened as you do, they too simply take the same actions again, even if those actions will result in their deaths. But you may now take action to change the course of those events. You may change your personal actions for the round, which may (but may not) alter how unvents unfold for you and possibly for others. You may takes action to protect allies from their coming fates, such as shouting a warning or casting a spell to protect them. You may avoid perils that were previously unknown but that know you know having lived them once, such as traps and ambushes. You may take an alternate course of action knowing now the outcome of your original course of action. In essence, you may take any action available to you to attempt to change the course of events that you know will unfold during the round. The DM determines if and how your actions logically and realistically change anything.
You cannot take any actions to change events you did not perceive, although your actions may change these unknown events as a side-effect. If, for example, you were killed by a force or creature unseen, you remember that you died but not how you were killed - but teleporting away may save you from that undefined but imminent. Similarly, if you are killed, knocked unconscious, or otherwise rendered unable to perceive events, you retain no knowledge of what happened after you were so felled and cannot take actions to change events that occurred after your fall, although if you avoid being so felled, you may change events that unfolded after your originally died (and that begin to unfold again occur after you cheat that death) merely by being present and participating.
If, for example, in the original round you were charged by an opponent that struck you for critical damage that killed you, prompting an ally to rush to your aid and, as a result, be slain by the same opponent, then in the relived round you might instead dimension door out of the opponent's reach and avoid that deadly encounter - and as you were not killed by that opponent, your ally does not rush to your aid to also be killed and can instead take an entirely new action appropriate to the new circumstances. However, you might inadvertantly dimension door to a location that was then and is again consumed by the fireball that exploded after you originally died (which you would have retained no knowledge of, having been dead at the time), and that explosion occurs normally again, you die in the explosion instead, and your ally may be compelled to rush to your aid again, but may not be killed by doing so since the circumstances of your death are now different.
If you take no alternate or additional actions during the round, essentially repeating what you originally did during that round, or if the new actions you take have no net effect (you shout a warning that cannot be heard, you cast a spell that fails or results in the same outcome, your new actions encounter new reactions that result in the same or identical outcome as before, etc.), the events play out normally and the round ends exactly as it originally did and the spell expires.
XP: 3000.
REMEMBER (Divination) [Temporal]
You gain a +10 bonus to your next Knowledge check.
Level: Brd 1, Sor/Wiz 1, Tnk 1; Thought 1
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 minute until discharged (see text)
Upon casting the spell, you can remember an obscure but useful fact.
You receive a +10 insight bonus to the first Knowledge check or Bardic Knowledge check that you make before the duration expires.
REPEL (Evocation) [Force]
You push your target away.
Level: Beg 4, Sor/Wiz 4
Area: Cone-shaped burst (see below)
You shove your enemies back with a wave of force.
This spell functions as push except as noted above and as follows. The targets of repel are subjected to individual bull rush attempts made by an invisible wave of force.
You can instead choose to cast repel as a focused line effect, as opposed to a cone-shaped burst, that only affects targets in the direct line of fire. When casting this focused version of repel, you receive a +4 bonus to the spell's effective Strength score and the spell instead deals 1d6 points of nonlethal damage for every two caster levels (maximum 10d6).
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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