5.04.2004

Spells: S

SENESCENCE (Necromancy) [Temporal]
The body of the humanoid touched ages two age brackets.
Level: Clr 6, Drd 6, Ncr 6, Shm 6, Sor/Wiz 6

Your touch ages the creature to near-death or beyond.

This spell functions like age, except as noted above and below. If the creature succeeds at the save, it is exhausted for 1d4 rounds. If it fails the save, its body advances two age brackets, suffering all the normal ability score penalties but none of the ability score bonuses. If cast upon an Old or older humanoid, the creature dies of old age if it fails its save.

Material Component: hair from a Venerable humanoid.



SHILLELAGH, GREATER (Transmutation)
You empower your stick with greater magic.
Level: Drd 2, Shm 2, Tnk 2; Lepk 2

Your staff thickens, lengthens, and hums with magical power.

This spell functions like shillelagh, except as noted above and as follows. Your own nonmagical club, greatclub, or quarterstaff becomes a weapon with a +2 enhancement bonus on attack and damage rolls and deals damage as if it were two size categories larger.



SHOOTING STAR (Evocation) [Fire]
You shoot a fiery sphere of fire and force.
Level: Drd 5, Dsk 4, Sor/Wiz 4; Cosmos 4
Range: Medium (100ft + 10ft/level)
Area: One 40ft-radius spread

A burning meteor streaks from your hand.

This spell functions like meteor swarm, except as noted above and as follows. You create a single meteor swarm missile.



SHRAPNEL (Conjuration: Creation)
Bludgeoning, piercing, and slashing pieces of metal fly from your hand.
Level: Dsk 3, Sor/Wiz 3, Tnk 3
Components: V, S, M
Casting Time: 1 standard action
Range: 30 feet
Effect: Cone-shaped burst
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: No

A storm of sharp, fused, and twisted metal erupts from your hand, battering and shredding your enemies.

Twisted pieces of metal and broken bits of machinery fly from your outstretched hand. All creatures and objects in the area of effect that fail the Reflex save suffer 3d6 points of bludgeoning damage, 3d6 points of piercing damage, and 3d6 points of slashing damage – or half with a successful save. The pieces of metal crumble to dust 1 round after the spell is cast.

Material Component: a gear, cog, bolt, or similar mechanical component.



SHRIEK (Necromancy) [Fear, Mind-Affecting, Sonic]
Targets that hear your scream are shaken for 1d4 rounds.
Level: Brd 2, Dsk 2, Cul 2, Gsh 2, Ncr 2, Shm 2, Sor/Wiz 2
Components: V
Casting Time: 1 standard action
Area: 30ft-radius burst centered on you
Target: One creature/level
Duration: Instantaneous (see text)
Saving Throw: Will negates
Spell Resistance: Yes

You shriek is disturbing.

You emit a terrifying shriek that causes living creatures that hear it to make a Will save. Those that fail the save are shaken for 1d4 rounds. Creatures closest to you are affected first.

Intelligent undead, however, are filled with enthusiasm, gaining a +1 morale bonus to attack rolls for 1d4 rounds. Deaf creatures and creatures immune to fear are unaffected by this spell. Multiple castings of this spell do not stack.

Material Component: an owl's head.



SLEEP OF AGES (Enchantment: Compulsion) [Mind-Affecting, Temporal]
You throw the target into an endless sleep.
Level: Brd 6, Beg 7, Drd 7, Gsh 6, Ncr 7, Shm 6, Sor/Wiz 7; Dream 7, Night 8
Components: V, S, M
Casting Time: 1 full round

You send the target into a slumber from which it will never wake.

This spell functions like the slumber version of binding, except as noted above and as follows.

Material Component: a pinch of sand.



SLOW, GREATER (Transmutation) [Temporal]
One creature/level takes only one action per round; suffers a –3 penalty on attack rolls, AC, and Reflex saves; and moves slowly.
Level: Brd 6, Beg 6, Sor/Wiz 6

The targets are slowed to a crawl.

This spell functions like slow, except as noted above and as follows. Affected creatures can take only a single action each turn, move at 25% of their normal movement rate (rounded down to the nearest 5-foot increment), and take a –4 penalty on attack rolls, AC, and Reflex saves. 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. All spells cast under the effects of greater slow take a minimum of 1 standard action to cast, regardless of a spell's normal casting time or the application of Metamagic feats such as Quicken Spell. In addition, creatures with Improved Evasion only enjoy Evasion when affected by greater slow, and creatures with only Evasion lose the benefit of that ability for the duration.

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

Material Component: the shell of a snail.



SLOW, LESSER (Transmutation) [Temporal]
The creature touched takes only one action per round; suffers a –1 penalty on attack rolls, AC, and Reflex saves; and moves slowly.
Level: Brd 1, Beg 1, Sor/Wiz 1
Components: V, S
Range: Touch
Target: Creature touched

The creature touched is slowed.

This spell functions like slow, except as noted above and as follows. Lesser slow counters lesser haste. Multiple slow effects do not stack.



SMUKIR'S PECULIAR PRESERVES (Transmutation)
You imprison the shrunken target in a jar.
Level: Sor/Wiz 7, Tnk 6; Mirth 7

You place your enemy on the shelf to join the others, all futily banging against their jars.

This spell functions as the metamorphosis option of binding except as noted above and as follows. The subject is shrunk to a height of 1 inch and held harmless in a transparent jar.



SPIRIT BOW (Conjuration: Creation)
A phantom bow fires magical arrows at your enemies.
Level: Shm 6, Sor/Wiz 6; Archery 6, Hunt 6
Components: V, S, M
Casting Time: 1 standard action
Range: 0 feet
Effect: Magical bow
Duration: 1 round/level
Saving Throw: None
Spell Resistance: Yes

A twinkling bow appears at your side, firing dutifully at your enemies.

A glittering composite longbow of magical energy appears floating above the ground at your side. The bow accompanies you no matter where you move, matching your speed and location as long as you do not dimension door, plane shift, teleport, or undergo a similarly abrupt form of transportation. The bow is intangible and cannot be physically touched by you or other creatures. Each round, it fires magic arrows with the Base Attack Bonus of a fighter of your caster level; the spirit bow targets a creature you designate during casting; changing the target is a move action on your part. The arrows fired carry a +3 magical enhancement at caster level 12, a +4 magical bonus at caster level 15, and a +5 magical at caster level 18.

Material Component: a tiny bow composed of silver and worth 200gp.



SPLENDOR OF A STARLIT SKY (Transmutation) [Mind-Affecting]
One subject/level gains +4 to Charisma for 1 hour/2 levels.
Level: Clr 8, Sor/Wiz 8
Duration: 1 hour/2 levels

The recipients of this spell becomes beguilingly charismatic.

This spell functions like mass eagle's splendor, except as noted above.



STASIS FIELD (Abjuration / Transmutation) [Temporal]
You place an object in suspended animation.
Level: Sor/Wiz 6, Tnk 5
Target: Object no larger than one cubic-foot in size
Duration: Permanent (D)

You erect a bubble of time around the object, protecting it from the ravages of age and its surroundings.

This spell functions like temporal stasis, except as noted above and as follows. You place the object touched in a state of temporal stasis, protecting it from damage and the effects of aging. You may end the spell as a standard action by touching the object.

Material Component: a powder composed of diamond, emerald, ruby, and sapphire with a total value of at least 2,000gp.



STILL MONSTER (Evocation) [Force]
You enwrap a creature in a glove of force, paralyzing it for up to 1 round/level.
Level: Sor/Wiz 6
Components: V, S
Saving Throw: Reflex negates

An invisible glove of force surrounds the monster, holding it immoble.

This spell functions like hold monster, except as noted above and as follows. The subject is enwrapped in a field of force that holds it motionless. While under the effects of the spell, the creature receives a +2 armor bonus to its AC. The subject of the spell can make a Strength check each round on its turn to break free of the restraint, with the Strength check DC equal to the spell's DC.



STILL PERSON (Evocation) [Force]
You enwrap a person in a glove of force, paralyzing it for up to 1 round/level.
Level: Sor/Wiz 4
Components: V, S
Saving Throw: Reflex negates

An invisible glove of force surrounds the person, holding it immoble.

This spell functions like hold person, except as noted above and as follows. The subject is enwrapped in a field of force that holds it motionless. While under the effects of the spell, the person receives a +2 armor bonus to its AC. The subject of the spell can make a Strength check each round on its turn to break free of the restraint, with the Strength check DC equal to the spell's DC.



STRENGTH OF A CRUSHING AVALANCHE (Transmutation)
One subject/level gains +4 to Strength for 1 hour/2 levels.
Level: Clr 8, Drd 8, Sor/Wiz 8
Duration: 1 hour/2 levels

The recipients' muscles strengthen and hearts pump stronger.

This spell functions like mass bull's strength, except as noted above.



SUMMON HOLY SYMBOL (Conjuration: Summoning)
A wooden holy symbol appears in your hand.
Level: Clr 0, Pal 1
Components: S
Casting Time: 1 standard action
Range: 0 feet
Target: One summoned holy symbol
Duration: 1 minute/level (D)
Saving Throw: None
Spell Resistance: No

In your hand, a holy symbol appears.

This spell summons a wooden holy symbol corresponding to your deity that can be used to satisfy any spell or ability requiring a holy symbol as a focus.



SUMMON INSECT I (Conjuration: Summoning)
You call insects to fight.
Level: Drd 1, Ncr 1, Shm 1, Sor/Wiz 1
Components: V, S, M
Casting Time: 1 full round
Range: Close (25ft + 5ft/2 levels)
Effect: One summoned creature
Duration: 1 round/level (D)
Saving Throw: None
Spell Resistance: No

A terrifying insectiod creature appears to do your bidding.

This spell summons an insectoid creature. It appears where you designate and acts immediately on your turn. It attacks your opponents to the best of its ability. If you can communicate with the creature, you can direct it not to attack, to attack particular enemies, or to perform other actions.

A summon monster cannot summon or otherwise conjure another creature, nor can it use any teleportation or planar travel abilities. Creatures cannot be summoned into an envionment that cannot support them. For instance, a swarm of locusts cannot be summoned in an aquatic environment.

The spell conjures one of the creatures from the following list, although you may choose which kind of creature to summon each time you cast the spell:


Formian Worker [Outsider]
Giant Ant, Worker [Vermin]
Giant Fire Beetle [Vermin]
Monstrous Centipede, Medium [Vermin]
Monstrous Scorpion, Small [Vermin]
Monstrous Spider, Small [Vermin]

When a druid casts this spell, an Outsider or a creature with the Extraplanar subtype cannot be summoned.

Material Component: a piece of rotting meat.



SUMMON INSECT II (Conjuration: Summoning)
You call insects to fight.
Level: Drd 2, Ncr 2, Shm 2, Sor/Wiz 2

A terrifying insectiod creature appears to do your bidding.

This spell functions like summon insect I, except as noted above and as follows. You can summon one of the creatures from the following list:


Giant Ant, Soldier [Vermin]
Giant Bee [Vermin]
Giant Bombadier Beetle [Vermin]
Monstrous Centipede, Large [Vermin]
Monstrous Scorpion, Medium [Vermin]
Monstrous Spider, Medium [Vermin]
Stirge [Magical Beast]



SUMMON INSECT III (Conjuration: Summoning)
You call insects to fight.
Level: Drd 3, Ncr 3, Shm 3, Sor/Wiz 3

A terrifying insectiod creature appears to do your bidding.

This spell functions like summon insect I, except as noted above and as follows. You can summon one of the creatures from the following list:


Ettercap [Aberration]
Formian Warrior [Outsider]
Giant Ant, Queen [Vermin]
Monstrous Centipede, Huge [Vermin]
Monstrous Spider, Large [Vermin]
Spider Eater [Magical Beast]
Swarm, Spiders [Vermin]
Thoqqua [Elemental]



SUMMON INSECT IV (Conjuration: Summoning)
You call insects to fight.
Level: Drd 4, Ncr 4, Shm 4, Sor/Wiz 4

A terrifying insectiod creature appears to do your bidding.

This spell functions like summon insect I, except as noted above and as follows. You can summon one of the creatures from the following list:


Ankheg [Magical Beast]
Carrion Crawler [Aberration]
Formian Taskmaster [Outsider]
Giant Wasp [Vermin]
Giant Praying Mantis [Vermin]
Monstrous Scorpion, Large [Vermin]
Swarm, Locusts [Vermin]



SUMMON INSECT V (Conjuration: Summoning)
You call insects to fight.
Level: Drd 5, Ncr 5, Shm 5, Sor/Wiz 5

A terrifying insectiod creature appears to do your bidding.

This spell functions like summon insect I, except as noted above and as follows. You can summon one of the creatures from the following list:


Aranea [Magical Beast]
Giant Stag Beetle [Vermin]
Monstrous Spider, Huge [Vermin]
Phase Spider [Magical Beast]
Rust Monster [Aberration]
Swarm, Centipedes [Vermin]



SUMMON INSECT VI (Conjuration: Summoning)
You call insects to fight.
Level: Drd 6, Ncr 6, Shm 6, Sor/Wiz 6; Vermin 6

A terrifying insectiod creature appears to do your bidding.

This spell functions like summon insect I, except as noted above and as follows. You can summon one of the creatures from the following list:


Drider [Aberration]
Giant Crab [Vermin]
Monstrous Centipede, Gargantuan [Vermin]
Monstrous Scorpion, Huge [Vermin]
Remorhaz [Magical Beast]
Umber Hulk [Aberration]



SUMMON INSECT VII (Conjuration: Summoning)
You call insects to fight.
Level: Drd 7, Ncr 7, Sor/Wiz 7

A terrifying insectiod creature appears to do your bidding.

This spell functions like summon insect I, except as noted above and as follows. You can summon one of the creatures from the following list:


Demon, Retriever [Outsider]
Monstrous Spider, Gargantuan [Vermin]
Swarm, Hellwasp [Magical Beasts]



SUMMON INSECT VIII (Conjuration: Summoning)
You call insects to fight.
Level: Drd 8, Ncr 8, Sor/Wiz 8; Vermin 8

A terrifying insectiod creature appears to do your bidding.

This spell functions like summon insect I, except as noted above and as follows. You can summon one of the creatures from the following list:


Chuul [Aberration]
Formian Myrmarch [Outsider]
Monstrous Centipede, Colossal [Vermin]
Monstrous Scorpion, Gargantuan [Vermin]



SUMMON INSECT IX (Conjuration: Summoning)
You call insects to fight.
Level: Drd 9, Ncr 9, Sor/Wiz 9; Vermin 9

A terrifying insectiod creature appears to do your bidding.

This spell functions like summon insect I, except as noted above and as follows. You can summon one of the creatures from the following list:


Demon, Bebelith [Outsider]
Devil, Ice [Outsider]
Formian Queen [Outsider]
Frost Worm [Magical Beast]
Monstrous Scorpion, Colossal [Vermin]
Monstrous Spider, Colossal [Vermin]
Purple Worm [Magical Beast]



SUMMON TOOL (Conjuration: Summoning)
A workman's tool appears in your hand.
Level: Shm 0, Tnk 0
Components: S
Casting Time: 1 full round
Range: 0 feet
Target: One summoned handheld workman's tool
Duration: 1 minute/level (D)
Saving Throw: None
Spell Resistance: No

In your hand, a wrench appears.

This spell summons one handheld workman's tool or your choice, such as a light hammer or saw. This tool appears in your hand and is typical for its type. You cannot summon more than one tool at a time and cannot summon a tool too large to be held in one hand.



SUMMON XAG-YA (Conjuration: Summoning) [Positive]
You summon a xag-ya from the Positive Material Plane to fight for you.
Level: Clr 6, Sor/Wiz 6
Components: V, S, F
Casting Time: 1 full round
Range: Close (25ft + 5ft/2 levels)
Effect: One xag-ya
Duration: 1 round/level (D)
Saving Throw: None
Spell Resistance: No

A living globe of positive energy enters your plane at your command.

This spell summons a xag-ya [MotP] from the Positive Material Plane. It appears where you designate and acts immediately, on your turn. It attacks your opponents to the best of its ability. You can mentally direct it not to attack, to attack particular enemies, or to perform other actions, such as healing you and your allies or turning undead.

Focus: a piece of wood struck by lightning.



SUNLIGHT (Evocation) [Light, Positive]
You create a 90-foot radius area of magical sunlight that damages fungi, Oozes, and Undead.
Level: Brd 6, Clr 5, Drd 5, Gsh 5, Shm 5, Sor/Wiz 6
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: Object touched
Duration: 10 minutes/level (D)
Saving Throw: See text
Spell Resistance: No

The object you touch shines like the sun.

The object touched sheds true sunlight in a 90-foot radius and daylight for an additional 90 feet. Creatures vulnerable to bright light take appropriate penalties within this area of magical light. Fungi, Oozes, and Undead within the area of true sunlight also take 1d4 points of damage each round, and Undead specifically harmed by sunlight must make a Fortitude save each exposure or be destroyed.

Material Component: A piece of sunstone.



SUNRAY (Evocation) [Light]
Your beam blinds and deals 4d6 damage.
Level: Drd 4
Duration: Instantaneous

A ray of sunlight beams from your eyes.

This spell functions like sunbeam, except as noted above and as follows. You fire a single sunbeam.



SUNSHINE (Evocation) [Light, Positive]
You project a cone of searing sunlight that destroys undead.
Level: Drd 8; Cosmos 8
Components: V, S
Casting Time: 1 standard action
Range: 60 feet
Effect: Cone-shaped burst
Duration: Instantaneous
Saving Throw: See text
Spell Resistance: Yes

Pure sunlight washes over your enemies, blinding and burning the living and obliterating the undead.

You project a cone of searing sunlight. Creatures in the area take 1d8 points of fire damage for every two caster levels and are blinded; with a successful Reflex save, they suffer half-damage and are not blinded. Undead creatures, fungi, and Oozes suffer double damage, and undead especially vulnerable to sunlight are instantly destroyed.



SUSPEND TIME (Transmutation) [Temporal]
You act freely for 1 round.
Level: Sor/Wiz 8
Components: V, S, M
Duration: 1 round (apparent time)

For just a moment, time seems to stop for everyone but you.

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

Material Component: an hourglass, which shatters harmlessly during casting.



SYMBOL OF LIFE (Conjuration: Creation / Necromancy) [Positive, Rune]
You scribe a symbol that destroys undead.
Level: Clr 6, Cul 6, Sor/Wiz 6; Life 6

The glow of the ivory symbol blazes as the undead approach.

This spell functions like symbol of death, except as noted above and as follows. You scribe a glowing white run imbued with positive energy that only destroys undead.

Material Component: Mercury and phosphorus, plus powdered diamond and opal with a total value of at least 1,000gp.




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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