You sense the distance and direction to the nearest community of a minimum size designated by you at the time of casting.
For instance, you could choose to find the nearest community at least as large as a village, or you could choose to locate only the nearest metropolis.
This spell measures the distance to the “nearest”
community as the minimum distance one would have to travel to reach the city without moving through solid objects.
Thus, a caster on the surface isn’t likely to locate a subterranean city half a mile beneath his feet, even if the next closest community is 5 miles away overland.
You can cause any ray spell tofireone additional ray beyond the number normally allowed. The additional ray requires a separate ranged touch attack roll to hit and deals damage as normal. It can be fi red at the same target as the fi rst ray or at a different target, but all rays must be aimed at targets within 30 feet of each other and fi red simultaneously. A split ray spell uses a spell slot two levels higher than the spell’s actual level.
Your fire spells are so hot that they can damage creatures that normally have resistance or immunity to fire.
A searing spell is so hot that it ignores the resistance to fire of creatures affected by the spell, and affected creatures with immunity to fire still take half damage. This feat can be applied only to spells with the fire descriptor. Creatures with the cold subtype take double damage from a searing spell. Creatures affected by a searing spell are still entitled to whatever saving throw the spell normally allows. A searing spell uses up a spell slot one level higher than the spell’s actual level.
Your fire magic is bolstered, further scorching your enemies.
A fiery spell deals an extra 1 point of fire damage for each die of damage the spell deals. This feat can be applied only to spells with the fi re descriptor. For example, if a 9th-level wizard with this feat casts a fi ery fi reball, the fi reball deals 9d6+9 points of damage. A fiery spell uses up a spell slot one level higher than the spell’s actual level.
School transmutation; Level ranger 1, sorcerer/wizard 1; Elemental School metal 1, void 1
Casting Time 1 standard action
Components V, S
Duration 1 minute/level (D)
Gravity bow significantly increases the weight and density of arrows or bolts fired from your bow or crossbow the instant before they strike their target and then return them to normal a few moments later. Any arrow fired from a bow or crossbow you are carrying when the spell is cast deals damage as if one size larger than it actually is. For instance, an arrow fired from a Medium longbow normally deals 1d8 points of damage, but it would instead deal 2d6 points of damage if fired from a gravity bow (see table on this page for associated increase/decrease in damage due to size change). Only you can benefit from this spell. If anyone else uses your bow to make an attack the arrows deal damage as normal for their size.
As mighty wallop, except that the bludgeoning melee weapon damage increases by one size category for every four caster levels you have, to a maximum of five size categories or up to an effective size of Colossal.
For a Small weapon that increases by more than one size category, begin by referring to the table in the mighty wallop spell description.
Once the weapon has been adjusted to an effective size of Medium, or if it was already a Medium or larger weapon, refer to Table 2-2: Increasing Damage by Weapon Size (DMG 28).
Level: Wu Jen 7, Hero 8,
Components: V, S, M,
Casting Time: 1 round
Duration: 1 minute
When you cast this spell, your body assumes truly gigantic proportions. The spell causes you to grow to Huge or larger size, depending on your caster level.
Your Strength, Dexterity, Constitution, natural armor, and size modifier to AC and attacks all change based on your new size, as shown on the table below.
The only equipment that changes size with you is ordinary, mundane clothing, so you may not be able to use weapons or magic items effectively in your giant form.
Material Component: The scale of a dragon or hairs from the head of a giant.
Sakkratar’s Triple Strike
(Lost Empires of Faerûn)
Level: Sorcerer 5, Wizard 5,
Components: V, S, M,
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature/level, no two of which may be more than 30 ft. apart
Duration: 1 round
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)
This spell, created by a coronal of Cormanthyr from days long past, imbues a number of targets with devastating speed in battle.
Each subject of Sakkratar’s triple strike can take two extra attacks when making a full attack action, provided that it attacks with a melee weapon it is holding.
These extra attacks are made using the subject’s full base attack bonus, plus any modifiers appropriate to the situation.
In addition, each affected creature’s melee weapon bursts into pure white flame, gaining the keen and flaming burst special abilities for the duration of the spell.
This effect is not cumulative with similar effects, such as a haste spell or a weapon of speed, nor does it grant an extra action.