5.04.2004

Spells: W-X-Y-Z

WALL OF KNIVES (Conjuration: Creation)
You erect of wall of spinning knives.
Level: Sor/Wiz 3, Tnk 3
Components: V, S, M
Range: Close (25ft + 5ft/level)
Effect: 10ft high wall of whirling blades up to 10ft long/level
Spell Resistance: No

A wall of spinning knives erupt at your command.

This spell functions as blade barrier except as noted above and as follows. An immobile, vertical curtain of whirling daggers springs into existence. Any creature passing through the wall takes 1d4 points of damage per caster level (maximum 15d4), with a Reflex save for half damage.

Material Component: a dagger.



WAVES OF DESTRUCTION (Transmutation)
You reduce objects a wave of shrapnel.
Level: Dsk 5, Ncr 6, Sor/Wiz 6, Tnk 5
Components: V, S
Casting Time: 1 standard action
Range: 30ft
Effect: Cone-shaped burst
Duration: Instantaneous
Saving Throw: Fortitude partial (objects)
Spell Resistance: Yes (objects)

Waves of disintegrating force ripple outward from your hand, crumbing all objects in their path and pushing them along as a wave of jagged debris that sweeps along your enemies.

Waves of disintegrating force ripple from your outstretched hand. All unattended inanimate objects, including normal plants, in the path of the spell must make a Fortitude save. Objects that succeed at the save take 4d6 points of damage; objects that fail the save are reduced to rubble, splinters, and shards and and pushed away from you along the path of the spell as a wave of shrapnel.

Waves of destruction has no direct effect on creatures or animate objects. However, creatures and animate objects caught in the path of the spell must make at a Reflex save or be caught up in the wave of debris. Creatures that succeed at the save are merely staggered for 1 round. Creatures that fail the save take 2d6 points of bludgeoning damage and 2d6 points of slashing damage, are knocked prone and swept along with the debris wave to the end of the spell's path, and then are staggered for 1 round.



WISDOM OF AN INEVITABLE ARMY (Transmutation) [Mind-Affecting]
One subject/level gains +4 to Wisdom for 1 hour/2 levels.
Level: Clr 8, Drd 8, Sor/Wiz 8
Duration: 1 hour/2 levels

The recipients become lastingly wiser and more intuitive.

This spell functions like mass owl's wisdom, except as noted above.



WITHER (Necromancy)
You draw moisture from the target.
Level: Ncr 4, Sor/Wiz 4
Components: V, S
Range: Close (25ft + 5ft/2 levels)
Effect: Ray
Target: One living creature

Struck by your bleak beam, your foe shrivels and creaks as the moisture is drawn from its body.

This spell functions as horrid wilting except as noted above and as follows. You fire a ray at a single living target and must succeed on a ranged touch attack.



WIZEN (Necromancy) [Temporal]
The mind of the humanoid touched advances one age bracket.
Level: Brd 4, Clr 4, Cul 4, Ncr 4, Shm 4, Sor/Wiz 4
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: Humanoid touched
Duration: 1 hour
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

Your touch bestows upon the recipient an influence, intellect, and sagacity that normally accompanies only experience and age.

The mind of the creature touched advances one age bracket for the duration, enjoying all the normal ability score bonuses but none of the ability score penalties associated with that age bracket. For example, if cast upon an Adult dwarf, the spell ages the dwarf's mind to Mature, granting a +1 bonus to Charisma, Intelligence, and Wisdom for the duration of the spell. If cast upon a Venerable humanoid, the spell has no effect. Multiple castings of the spell stack.

For example, if wizen is cast upon a Middle Aged dwarf, the spell ages the dwarf's mind to Old (188 years old), granting a +2 bonus to Charisma, Intelligence, and Wisdom. As the spell has no effect on physical age, the dwarf is denied the normal bonus to Constitution, Dexterity, and Strength associated with the Old age bracket. If the dwarf is subjected to a second casting of the spell, its body remains Middle Aged but its mind advances from Old to Venerable (250 years old), incurring an additional +3 bonus to its mental ability scores. A creature with a Venerable mind receives a +3 bonus to its mental ability scores with each subsequent casting.

Creatures immune to magical aging cannot benefit from this spell.

Material Component: hair from an Old humanoid.



WYRM'S CUNNING (Transmutation) [Mind-Affecting]
The subject gains +8 to Intelligence for 1 minute/level.
Level: Brd 6, Sor/Wiz 7, Tnk 6

The affected creature enjoys the wit, intellect, and cunning of a great wyrm.

This spell functions like fox's cunning, except as noted above and as follows. The spell grants a +8 enhancement bonus to Intelligence, adding the usual benefit to Intelligence-based skills, other uses of the Intelligence modifier, and, if applicable, spell DCs.

Material Component: a scale or drop of blood from an Ancient or older dragon.



XAG-YA SWARM (Conjuration: Summoning) [Positive]
You summon a 1d4+1 xag-ya from the Positive Material Plane to fight for you.
Level: Clr 9, Sor/Wiz 9
Effect: 1d4+1 xag-ya

Living globes of positive energy enter your plane at your command.

This spell functions as summon xag-ya except as noted above and as follows. You summon 1d4+1 xag-ya [MotP] from the Positive Material Plane. They appear where you designate and acts immediately, on your turn. They attack your opponents to the best of their ability. You can mentally direct them not to attack, to attack particular enemies, or to perform other actions, such as healing you and your allies or turning undead.



YOGI'S ENLIGHTENMENT (Transmutation) [Mind-Affecting]
The subject gains +4 to Charisma, Intelligence, and Wisdom for 1 minute/level.
Level: Clr 7, Cul 6, Drd 7, Gsh 6, Sor/Wiz 7

The affected creature enjoys the agility, stamina, and strength of an olympian athlete.

This spell functions like enlightenment, except as noted above and as follows. The spell grants a +4 enhancement bonus to Charisma, Intelligence, and Wisdom, adding the usual benefit to Wisdom-based skills and, if applicable, spell DCs.

Material Component: a piece of robe from a monk with a Diamond Soul.



YOUTH AND BEAUTY (Necromancy / Transmutation) [Evil, Temporal]
Your aging penalties are negated for 24 hours.
Level: Beg 8, Clr 8, Drd 7, Gsh 6, Ncr 8, Shm 6, Sor/Wiz 8
Components: V, S, M
Casting Time: 10 minutes
Range: Personal
Target: You
Duration: 1 week

As you drink the virgin's blood, the ravages of age wash away, returning you to the splendor of your youth - young, beautiful, and healthy.

This spell returns your physical body to that of the starting age of a spellcaster of your race, restoring your youthful vigor and beauty. All aging penalties to Strength, Dexterity, and Constitution are reversed for the duration of the spell, but all accrued ability bonuses remain.

Material Component: a cup filled with the blood of a virgin of your race, which is consumed during casting.




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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