Spells: T
TEMPUS FUGIT (Conjuration: Creation) [Temporal]
You create a pocket of space outside the normal flow of time.
Level: Cul 6, Sor/Wiz 6
Components: V, S, M
Casting Time: 1 standard action
Range: 10 feet
Effect: Pocket of extradimensional space
Duration: 1 hour/4 levels (D)
Saving Throw: None
Spell Resistance: No
Within your pocket dimension, times flows faster, allowing you to heal, rest, and plan while the world crawls by around you.
You create a pocket of extradimensional space that operates outside the normal flow of time and outside the multiverse of extradimensional spaces. The opening to a tempus fugit is invisible to all creatures except you and those you designate during casting. Those within the tempus fugit can see out of it as if the opening were a 3-foot by 5-foot one-way window. The space can hold up to eight creatures.
Inside a tempus fugit, time moves at eight times its normal speed, with eight hours passing within the area for every hour outside.
Creatures within a tempus fugit are beyond the reach of spells, including Divinations, unless those spells work beyond planes. Spells cast through the opening automatically fail, and missile weapons fired from inside the tempus fugit fall harmlessly to the ground once passing through the opening – possibly alerting enemies to the presence of the tempus fugit. Creatures within the area that put a limb or body part through the opening are ejected from the tempus fugit but can reenter normally.
Material Component: an hourglass.
THUNDERPORT (Evocation / Conjuration: Teleportation) [Electricity]
You disappear and reappear in strokes of lightning.
Level: Drd 5
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: Instantaneous
A lightning strike seemingly obliterates you while a second strike in the distance deposits you unharmed.
This spell allows you to teleport to any destination under an open sky and within eyesight by means of twin bolts of lightning. Each bolt is 30-feet long and deals 5d6 points of electricity damage to all creatures within 5 feet of the strike, although you remain unharmed. The first bolt directly strikes you at your location when the spell is cast, damaging nearby creatures and causing you to disappear. You reappear at the location of the second strike, which occurs simultaneously at your chosen destination.
If cast in a stormy area, each bolt deals 5d10 points of damage. Thunderport does not function indoors or underwater.
TIMEFREEZE (Transmutation) [Temporal]
You place the target in temporal stasis for 1 minute/level.
Level: Ncr 5, Sor/Wiz 5
Components: V, S
Range: Close (25ft + 5ft/2 levels)
Target: One creature
Duration: 1 minute/level
You place your foe in a timeless state.
This spell functions as temporal stasis except as noted above.
TIMEFREEZE, MASS (Transmutation) [Temporal]
You place creatures in a temporal stasis for 1 minute/level.
Level: Ncr 9, Sor/Wiz 9
Components: V, S
Range: Close (25ft + 5ft/2 levels)
Target: One or more creatures, no two of which may be more than 10 feet apart
Duration: 1 minute/level
You place your enemies in a timeless state.
This spell functions as temporal stasis except as noted above. You can affect a number of creatures whose total HD do not exceed twice your own.
TIMEQUAKE (Transmutation) [Temporal]
Creatures are affected by temporal anomalies.
Level: Sor/Wiz 7
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25ft + 5ft/2 levels)
Effect: 30ft radius
Duration: 1 round/level
Saving Throw: None
Spell Resistance: Yes
The air around you seems to repeatedly shatter like an atmosphere of glass, splintering the laws of time.
You cause the normal flow of time to shatter in unpredictable ways. Each round of the spell, a temporal ripple pulses from the center of the area of effect, appearing as a translucent wave of silently shattering glass. Each round of the spell, each creature in the area of effect (including the caster, if applicable) is subject to a separate temporal anomaly, determined randomly each round by rolling 1d8 and consulting the list below:
1 Grayed: The creature is aged for 1 round, suffering a –6 penalty to Constitution, Dexterity, and Strength that round.
2 Hasted: The creature is hasted for 1 round.
3 Forwarded: The creature ceases to be for 1 round.
4 Wrinkled: The creature is dazed and surrounded by 1d4 mirror images for 1 round.
5 Slowed: The creature is slowed for 1 round.
6 Stilled: The creature is held that round.
7 Suspended: The creature is placed in temporal stasis for 1 round.
8 Reversed: The creature is turned into a newborn child for 1 round, reducing all of its ability scores except Charisma to 3 for the round.
At the end of each round, affected creatures are returned to their original condition before suffering the next effect.
Material Component: An hourglass, which is shattered.
TIME TRAVEL (Conjuration: Teleportation) [Temporal]
You travel forward in time.
Level: Sor/Wiz 8
Components: V, S, XP
You disappear - only to reappear centuries later in a new and alien era.
This spell functions like cease to be, except as noted above and as follows. You may designate the duration of the effect to be as brief as 1 round or as long as 100 years.
XP: 300xp + 1,000xp for each month.
TITAN'S STRENGTH (Transmutation)
The subject gains +8 to Strength for 1 minute/level.
Level: Clr 7, Drd 7, Shm 6, Sor/Wiz 7
You grant the recipient the brawn, musculature, and sheer strength of a titan.
This spell functions like bull's strength, except as noted above and as follows. The spell grants a +8 enhancement bonus to Strength, adding the usual benefits to melee attack rolls, melee damage rolls, and other uses of the Strength modifier.
Material Component: a lock of hair or drop of blood from a titan or storm giant.
TRUE SHOT (Divination)
You receive a +20 bonus to ranged attack rolls for 1 round.
Level: Cul 2, Dsk 2, Rgr 2, Sor/Wiz 3
Duration: 1 round
Your ranged attacks briefly strike with baffling accuracy.
This spell functions like true strike, except as noted above and as follows. While under the effects of true shot, you enjoy a +20 insight bonus to all ranged attack rolls.
TRUE WARRIOR (Divination)
You receive a +20 bonus to melee attack rolls for 1 round.
Level: Cul 3, Dsk 3, Sor/Wiz 4; Assn 3
Duration: 1 round
Your melee attacks briefly strike with baffling accuracy.
This spell functions like true strike, except as noted above and as follows. While under the effects of true warrior, you enjoy a +20 insight bonus to all melee attack rolls.
TURTLE'S GRACE (Transmutation)
The subject suffers a –4 penalty to Dexterity +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 spell's target becomes as agile and nimble as a turtle.
The transmuted creature becomes stiff, clumsy, and awkward, taking a penalty to Dexterity equal to 4 plus 1 for every four caster levels. This spell cannot lower Dexterity below 1.
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 create a pocket of space outside the normal flow of time.
Level: Cul 6, Sor/Wiz 6
Components: V, S, M
Casting Time: 1 standard action
Range: 10 feet
Effect: Pocket of extradimensional space
Duration: 1 hour/4 levels (D)
Saving Throw: None
Spell Resistance: No
Within your pocket dimension, times flows faster, allowing you to heal, rest, and plan while the world crawls by around you.
You create a pocket of extradimensional space that operates outside the normal flow of time and outside the multiverse of extradimensional spaces. The opening to a tempus fugit is invisible to all creatures except you and those you designate during casting. Those within the tempus fugit can see out of it as if the opening were a 3-foot by 5-foot one-way window. The space can hold up to eight creatures.
Inside a tempus fugit, time moves at eight times its normal speed, with eight hours passing within the area for every hour outside.
Creatures within a tempus fugit are beyond the reach of spells, including Divinations, unless those spells work beyond planes. Spells cast through the opening automatically fail, and missile weapons fired from inside the tempus fugit fall harmlessly to the ground once passing through the opening – possibly alerting enemies to the presence of the tempus fugit. Creatures within the area that put a limb or body part through the opening are ejected from the tempus fugit but can reenter normally.
Material Component: an hourglass.
THUNDERPORT (Evocation / Conjuration: Teleportation) [Electricity]
You disappear and reappear in strokes of lightning.
Level: Drd 5
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: Instantaneous
A lightning strike seemingly obliterates you while a second strike in the distance deposits you unharmed.
This spell allows you to teleport to any destination under an open sky and within eyesight by means of twin bolts of lightning. Each bolt is 30-feet long and deals 5d6 points of electricity damage to all creatures within 5 feet of the strike, although you remain unharmed. The first bolt directly strikes you at your location when the spell is cast, damaging nearby creatures and causing you to disappear. You reappear at the location of the second strike, which occurs simultaneously at your chosen destination.
If cast in a stormy area, each bolt deals 5d10 points of damage. Thunderport does not function indoors or underwater.
TIMEFREEZE (Transmutation) [Temporal]
You place the target in temporal stasis for 1 minute/level.
Level: Ncr 5, Sor/Wiz 5
Components: V, S
Range: Close (25ft + 5ft/2 levels)
Target: One creature
Duration: 1 minute/level
You place your foe in a timeless state.
This spell functions as temporal stasis except as noted above.
TIMEFREEZE, MASS (Transmutation) [Temporal]
You place creatures in a temporal stasis for 1 minute/level.
Level: Ncr 9, Sor/Wiz 9
Components: V, S
Range: Close (25ft + 5ft/2 levels)
Target: One or more creatures, no two of which may be more than 10 feet apart
Duration: 1 minute/level
You place your enemies in a timeless state.
This spell functions as temporal stasis except as noted above. You can affect a number of creatures whose total HD do not exceed twice your own.
TIMEQUAKE (Transmutation) [Temporal]
Creatures are affected by temporal anomalies.
Level: Sor/Wiz 7
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25ft + 5ft/2 levels)
Effect: 30ft radius
Duration: 1 round/level
Saving Throw: None
Spell Resistance: Yes
The air around you seems to repeatedly shatter like an atmosphere of glass, splintering the laws of time.
You cause the normal flow of time to shatter in unpredictable ways. Each round of the spell, a temporal ripple pulses from the center of the area of effect, appearing as a translucent wave of silently shattering glass. Each round of the spell, each creature in the area of effect (including the caster, if applicable) is subject to a separate temporal anomaly, determined randomly each round by rolling 1d8 and consulting the list below:
1 Grayed: The creature is aged for 1 round, suffering a –6 penalty to Constitution, Dexterity, and Strength that round.
2 Hasted: The creature is hasted for 1 round.
3 Forwarded: The creature ceases to be for 1 round.
4 Wrinkled: The creature is dazed and surrounded by 1d4 mirror images for 1 round.
5 Slowed: The creature is slowed for 1 round.
6 Stilled: The creature is held that round.
7 Suspended: The creature is placed in temporal stasis for 1 round.
8 Reversed: The creature is turned into a newborn child for 1 round, reducing all of its ability scores except Charisma to 3 for the round.
At the end of each round, affected creatures are returned to their original condition before suffering the next effect.
Material Component: An hourglass, which is shattered.
TIME TRAVEL (Conjuration: Teleportation) [Temporal]
You travel forward in time.
Level: Sor/Wiz 8
Components: V, S, XP
You disappear - only to reappear centuries later in a new and alien era.
This spell functions like cease to be, except as noted above and as follows. You may designate the duration of the effect to be as brief as 1 round or as long as 100 years.
XP: 300xp + 1,000xp for each month.
TITAN'S STRENGTH (Transmutation)
The subject gains +8 to Strength for 1 minute/level.
Level: Clr 7, Drd 7, Shm 6, Sor/Wiz 7
You grant the recipient the brawn, musculature, and sheer strength of a titan.
This spell functions like bull's strength, except as noted above and as follows. The spell grants a +8 enhancement bonus to Strength, adding the usual benefits to melee attack rolls, melee damage rolls, and other uses of the Strength modifier.
Material Component: a lock of hair or drop of blood from a titan or storm giant.
TRUE SHOT (Divination)
You receive a +20 bonus to ranged attack rolls for 1 round.
Level: Cul 2, Dsk 2, Rgr 2, Sor/Wiz 3
Duration: 1 round
Your ranged attacks briefly strike with baffling accuracy.
This spell functions like true strike, except as noted above and as follows. While under the effects of true shot, you enjoy a +20 insight bonus to all ranged attack rolls.
TRUE WARRIOR (Divination)
You receive a +20 bonus to melee attack rolls for 1 round.
Level: Cul 3, Dsk 3, Sor/Wiz 4; Assn 3
Duration: 1 round
Your melee attacks briefly strike with baffling accuracy.
This spell functions like true strike, except as noted above and as follows. While under the effects of true warrior, you enjoy a +20 insight bonus to all melee attack rolls.
TURTLE'S GRACE (Transmutation)
The subject suffers a –4 penalty to Dexterity +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 spell's target becomes as agile and nimble as a turtle.
The transmuted creature becomes stiff, clumsy, and awkward, taking a penalty to Dexterity equal to 4 plus 1 for every four caster levels. This spell cannot lower Dexterity below 1.
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.
0 Comments:
Post a Comment
<< Home