5.04.2004

Spells: A

AGE (Necromancy) [Temporal]
The body of the humanoid touched advances one age bracket.
Level: Clr 4, Drd 4, Ncr 4, Shm 4, Sor/Wiz 4 ; Decay 5
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: Humanoid touched
Duration: Instantaneous
Saving Throw: Fortitude partial
Spell Resistance: Yes

Dark energies of a sickening green flicker around your hand. With a touch, your enemy rapidly withers with age before your eyes, as if decades were taking their toll in a single moment.

You cause the humanoid touched to make a Fortitude save. If the creature succeeds at the save, it is fatigued for 1 round. If it fails the save, its body advances one age bracket, suffering all the normal ability score penalties associated with the new age bracket but none of the normal ability score bonuses. If cast upon a Venerable humanoid, the creature dies of old age if it fails its save. Multiple castings of the spell stack.

For example, if age is cast upon a Middle Aged dwarf that fails its save, the spell ages the dwarf's body to Old (188 years old), imposing a –2 penalty to Constitution, Dexterity, and Strength. As the spell has no effect on mental age, the dwarf is denied the normal bonus to Charisma, Intelligence, and Wisdom associated with the Old age bracket. If the dwarf fails its save against a second casting of the spell, its mind remains Middle Aged but its body advances from Old to Venerable (250 years old), incurring a -3 penalty to Constitution, Dexterity, and Strength. If the now Venerable dwarf fails its save against a third casting of age, it dies of old age.

Unless the spell is undone, the affected creature progresses in age based on its bodily age from that point on, but gains bonuses to its mental faculties as if it were one (or more, after multiple castings) age category younger than its body. For example, if the same dwarf from above was subjected to only one casting of age, its mind would remain Middle Aged while its body would be considered 188 years old (Old); if allowed to age normally for 62 more years, its body would become Venerable (250 years old), incurring a -3 penalty to Constitution, Dexterity, and Strength, but its mind would attain only Old age, gaining only a +2 bonus to Charisma, Intelligence, and Wisdom.

When encountering humanoids for whom an age has not been predetermined, roll a d6 and add one-fourth of the humanoid's character level to the roll, and consult the following to determine the humanoid's starting age:

1-4: Adult
5-8: Middle Age
9: Old
10: Venerable

Creatures immune to magical aging are immune to age. The effects of this spell can only be undone with greater restoration, limited wish, miracle, remove curse, or wish.

Material Component: hair from an Old humanoid.



AIM OF SAGITTARIUS (Divination)
You receive a +20 bonus to ranged attack rolls for 1 round/3 levels.
Level: Cul 5, Rgr 4, Sor/Wiz 6; Archery 7, Cosmos 6
Components: V, S, M
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/3 levels

As your eyes glow with a pearly white light, your aim grows true, causing your arrows to strike with breathtaking accuracy.

This spell functions like true strike, except as noted above and as follows. While under the effects of aim of Sagittarius, you enjoy a +20 insight bonus to all ranged attack rolls.

Material Component: a silvered arrow.



AIR BUBBLE (Conjuration: Creation) [Air]
A bubble of breathable air surrounds the target's head.
Level: Drd 1, Rgr 1
Components: S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 minute/level (see text)
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

As the enspelled creature descends into the lake, a shimmering sphere of breathable air envelopes its head, allowing it to breath normally.

A bubble of breathable air surrounds the head of the creature touched, allowing it to breathe when underwater or submerged in another liquid. The bubble appears only once the creature is submerged in the liquid and provides breathable air for the remainder of the spell.

If the creature emerges from the liquid for more than 1 minute during the spell's duration, the spell ends prematurely and the bubble does not reappear if the creature re-enters the liquid. Air bubble provides no additional protection against damaging or caustic liquids such as lava or acid, and it provides no protection at all against gases such as a ghoul's stench or cloudkill.



ANGEL'S WISDOM (Transmutation) [Mind-Affecting]
The subject gains +8 to Wisdom for 1 minute/level.
Level: Clr 7, Cul 6, Drd 7, Gsh 6, Sor/Wiz 7

The affected creature enjoys the sagacity and intuition of an angel.

This spell functions like owl's wisdom, except as noted above and as follows. The spell grants a +8 enhancement bonus to Wisdom, adding the usual benefit to Wisdom-based skills and, if applicable, spell DCs.

Material Component: a feather or lock of hair from a celestial.



ANIMATE CORPSE (Necromancy)
You animate a corpse to fight for you for 1 minute/level.
Level: Clr 1, Ncr 1, Shm 1, Sor/Wiz 1
Components: V, S
Target: One corpse or skeleton
Duration: 1 minute/level (D)

As if jerked like a puppet on its strings, the corpse leaps to what remains of its feet, ready to obey your commands before resuming its natural rest.

This spell functions like animate dead, except as noted above.



ANIMATE ITEM (Transmutation)
You animate an object to fight for you.
Level: Brd 3, Tnk 2; Lepk 2
Range: Touch
Target: One Small or Medium object

Your enemies are caught off-guard when, suddenly and without warning, the chair viciously attacks!

This spell functions like animate objects, except as noted above.



ANTIMAGIC RAY (Abjuration) [Thaumaturgic]
You enclose the targeted creature in an antimagic field.
Level: Beg 7, Sor/Wiz 7
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25ft + 5ft/2 levels)
Target: 1 creature
Effect: Ray
Duration: 1 round/level
Saving Throw: None
Spell Resistance: Yes

A pale blue beam of energy bolts from your finger striking the mage, who suddenly finds himself as magical as the common farmer.

This spell functions like antimagic field, except as noted above and as follows. You fire a ray of energy that, upon a successful ranged touch attack, surrounds the creature struck with a personal antimagic field. A summoned creature or incorporeal undead struck by the ray winks out of existence, only to reappear in the same spot at the end of the duration; time so spent winked out counts against the duration of any spell affecting or maintaining the creature - even the conjuration that created it.



ANYSPELL (Transmutation) [Thaumaturgic]
You can replicate lower-level spells.
Level: Sor 9
Components: V, S
Casting Time: 1 full round
Range: See text
Target: See text
Duration: See text
Saving Throw: See text
Spell Resistance: See text

Your mastery over your innate arcane nature now allows you to mold raw magical energy into a variety of forms by pure act of imagination. Will your next words and gestures erupt in acid, teleport you to safety, or bring demons to your aid? Your enemies will never know.

You can duplicate any sorcerer spell of 6th-level or lower or any other spell of 5th-level or lower.



APPLAUSE (Enchantment: Compulsion) [Mind-Affecting]
An enemy stops to applaud you.
Level: Brd 1, Beg 2, Gsh 1
Components: V, S
Casting Time: 1 standard action
Range: Close (25ft + 5ft/2 levels)
Target: One living creature
Duration: 1d4 rounds
Saving Throw: Will negates
Spell Resistance: Yes

The ogre erupts in applause at your brilliant performance, dropping its sword and the amulet as it momentarily forgets its desire to kill you and eat your bones.

The targeted creature drops whatever it is holding and applauds for 1d4 rounds unless it succeeds at a Will save. While applauding, a creature will not turn its back on you, can only move at half speed, and cannot perform any action requiring the use of its arms, such as casting a spell with a Somatic component or drinking a potion. That would keep them from clapping, and that simply won't do.

Each round on its turn, the subject may attempt a new saving throw to end the effect. Attacking the creature also ends the effect. You may only target a creature aware of your presence (i.e., you cannot be hidden or catching the target flat-footed), even if it is not facing you.



ARM OF FATE (Divination)
You receive a +20 bonus to melee attack rolls for 1 round/3 levels.
Level: Cul 6, Dsk 5, Sor/Wiz 7; Victory 7
Components: V, S, M
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/3 levels

As your hands glow with a pearly white light, your aim grows true, causing your melee attacks to strike with breathtaking accuracy.

This spell functions like true strike, except as noted above and as follows. While under the effects of arm of fate, you enjoy a +20 insight bonus to all melee attack rolls.

Material Component: a silvered dagger.



ARROWFIRE (Conjuration: Creation)
A magic arrow flies from your hand.
Level: Rgr 1, Shm 1, Sor/Wiz 1, Tnk 1; Archery 1
Components: V, S
Casting Time: 1 standard action
Range: Close (25ft + 5ft/2 levels)
Target: One creature
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

From your fingers, arrows fly.

You conjure a single magical arrow that flies from your outstretched palm toward the targeted creature. The arrow is considered magical for the purposes of overcoming damage reduction. If you strike the targeted creature with a ranged melee attack, the arrow deals 1d6 points of damage.

For every four caster levels, you fire an additional arrow, which may target the same creature or separate targets within range and no farther than 10 feet apart.



ARROW OF SLAYING (Conjuration: Creation / Necromancy) [Death]
You create a magic arrow that kills the creature struck.
Level: Dsk 5, Ncr 8, Shm 6, Sor/Wiz 8, Tnk 6; Archery 8, Hunt 9
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25ft + 5ft/2 levels)
Target: One creature
Duration: Instantaneous
Saving Throw: Fortitude partial
Spell Resistance: No

From your open palm, an arrow of crackling black energy flies. It delivers to your foe only death.

You conjure a single magical arrow that flies from your outstretched palm toward the targeted creature. If you succeed at a ranged melee attack, the creature must make a Fortitude save or die instantly. If it succeeds at the save, if suffers 10d6 points of negative energy damage.

Material Component: a silvered arrow with a ruby tip worth no less than 300gp.




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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