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    Kargin - Spell Notes

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    • halfgiantH
      halfgiant PC
      last edited by halfgiant

      Spell Sequencer (Invocation/Evocation)
      Range: 0
      Duration: Permanent Casting Time: 1 round Area of Effect: Special Saving Throw: None

      This spell allows a wizard to store three spells and activate them all at the same time from his Special Ability button. All spells must be of 4th level or lower. To create a sequencer, a Mage must memorize not only Spell Sequencer but also the spells they intend to store in it (a Sorcerer can store spells of any level for which they still have spell slots). After casting Spell Sequencer, the player will be prompted to choose the sequenced spells from those they have memorized.

      A sequencer lasts until activated and, once used, releases its spells immediately (no casting time). A wizard can possess only one Spell Sequencer at a time, and it may not be given to other characters.

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      • halfgiantH
        halfgiant PC
        last edited by

        Ruby Ray of Reversal (Alteration)
        Range: Visual sight of caster Duration: Instant
        Casting Time: 5
        Area of Effect: Target creature Saving Throw: None

        When this spell is cast on the target creature it will dispel one spell protection of any level. The spells affected by this are: Minor Spell Turning, Minor Globe Of Invulnerability, Spell Immunity, Globe Of Invulnerability, Minor Spell Deflection, Spell Turning, Spell Shield, Spell Deflection, and Spell Trap. The target’s Magic Resistance, if any, does not affect this spell. This will always dispel the highest level of spell protection on the target. If there are two of the same level protecting a mage, the affected protection is selected at random.

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        • halfgiantH
          halfgiant PC
          last edited by halfgiant

          Spell Trigger(Invocation/Evocation)
          Range: 0
          Duration: Permanent Casting Time: 1 round Area of Effect: The caster Saving Throw: None

          This spell allows a wizard to store spells in a magical ability that is created by the spell. This item, the trigger, can store three spells to be released simultaneously, all of which must be of 6th level or lower. A wizard can only possess one spell trigger at a time, and the trigger may not be given to other characters.

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          • halfgiantH
            halfgiant PC
            last edited by

            Pierce Shield (Abjuration)
            Range: Visual sight of caster Duration: Instant
            Casting Time: 8
            Area of Effect: Special Saving Throw: None

            When this spell is cast it launches a massive attack on an enemy wizard’s spell defenses. The target’s Magic Resistance will be lowered by 10% + 1% per level of the caster. Next pierce shield will cancel one spell protection of any level. For example if this spell was cast by a 15th level wizard the target creature would lose 25% Magic Resistance from its current total reducing it to 0 if less than that remains as well as cancelling one spell protection if the mage currently has one. The list of spells that this includes is: Minor Spell Deflection, Minor Spell Turning, Spell Deflection, Minor Globe of Invulnerability, Spell Immunity, Globe Of Invulnerability, Spell Turning, SpellShield, and SpellTrap. MagicResistance does not affect this spell, nor do any of the spell protections. The resistance remains lowered for 1 round per level of the caster. It cannot be dispelled.

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            • halfgiantH
              halfgiant PC
              last edited by

              Lower Resistance (Abjuration/Alteration)
              Range: 40 ft.
              Duration: 1 round/level Casting Time: 5
              Area of Effect: 1 creature Saving Throw: None

              When cast upon a target creature, this spell will lower the Magic Resistance of this creature by 10% + 1% per level of the caster. There is no Saving Throw and the target’s Magic Resistance, if any, does not affect this spell. For example, if a creature has 60% Magic Resistance and this spell is cast on it by a 15th-level Mage, then the target’s Magic Resistance would be lowered by 25% automatically. This effect is cumulative for each casting of this spell: If Lower Resistance was cast upon the same creature again, the creature’s Magic Resistance would be 60% - 25% (initial casting) - 25% (current casting), which would leave the creature with 10% Magic Resistance. This spell will last until its duration expires and cannot be dispelled.

              Note: This spell is not affected by Dispel Magic; once it has been cast, there is no way to cancel the effects until the spell expires.

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              • halfgiantH
                halfgiant PC
                last edited by

                Greater Malison (Enchantment/Charm)
                Range: Visual range of the caster Duration: 2 rounds/level
                Casting Time: 4
                Area of Effect: Up to 60-foot cube
                Saving Throw: None

                The spell allows the caster to adversely affect all their enemies’ Saving Throws. The effect is applied to all hostile creatures within the area of effect. Opponents under the influence of this spell make all Saving Throws at a penalty of -4.

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                • halfgiantH
                  halfgiant PC
                  last edited by

                  Secret Word (Abjuration)
                  Range: Visual sight of caster Duration: Instant
                  Casting Time: 4
                  Area of Effect: Target creature
                  Saving Throw: None

                  When this spell is cast at a target creature it dispels one spell protection of 8th level or lower. The spells that are affected by this are: Minor Spell Turning, Minor Globe Of Invulnerability, Spell Immunity, Spell Deflection, Spell Turning,andSpellShield. The target’s Magic Resistance, if any, does not affect this spell.

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                  • halfgiantH
                    halfgiant PC
                    last edited by

                    Consumptive Field
                    (Spell Compendium, p. 51)

                    Necromancy [Death, Evil]
                    Level: Cleric 4,
                    Components: V, S,
                    Casting Time: 1 standard action
                    Range: 30 ft.
                    Area: 30-ft.-radius emanation centered on you
                    Duration: 1 round/level
                    Saving Throw: Will negates
                    Spell Resistance: Yes

                    Sweeping your arm about and clutching it to your chest, you draw the last breaths of fallen foes from their choking mouths and inhale them to fuel your own power.

                    All creatures in the area with fewer than 0 hit points that fail their saving throws die, and you gain 1d8 temporary hit points and a +2 bonus to Strength for each death caused by this spell and until the spell’s duration expires.

                    Additionally, your effective caster level increases by one per death caused by this spell, to a maximum increase of half your original caster level, improving spell effects that are dependent on caster level. (This increase in effective caster level does not grant you access to more spells, and it does not increase the duration of this spell.)

                    Creatures that fall to —1 hit points or lower in the area after the spell is cast are likewise subject to its effect.

                    No creature can be affected by this spell more than once per casting, regardless of the number of times that the area of the spell passes over them.

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                    • halfgiantH
                      halfgiant PC
                      last edited by halfgiant

                      Mark of the Enlightened Soul
                      (Dragon Magic)

                      Transmutation [Good]
                      Level: Cleric 4, Sorcerer 4, Wizard 4,
                      Components: V, S,
                      Casting Time: 1 swift action
                      Range: Personal
                      Target: You
                      Duration: 3 rounds or until ended

                      Your hands glow softly, as if illuminated from within by a bright light.
                      This spell adds a touch of good to your magic, granting you special potency against your evil-aligned enemies.
                      Your spells gain the good descriptor.
                      Any spell you cast of 3rd level or lower deals +50% damage to evil-aligned creatures.
                      As part of the casting of this spell, you can sacrifice one sorcerer spell slot of 5th to 9th level; doing this increases the maximumlevel of spells affected by mark of the enlightened soul to the level of the sacrificed slot minus 1.
                      For example, if you spend a 4th-level spell slot to cast the spell and a 7th-level spell slot to augment it, you would deal extra damage to evil-aligned creatures with spells of 6th level or lower.
                      Special: A good-aligned caster of the dragonblood subtype can choose to end this spell’s duration by activating protection from evil (as the spell, but targeting itself) as a swift action.
                      This effect lasts for the normal duration of protection from evil.

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                      • halfgiantH
                        halfgiant PC
                        last edited by

                        Spell Index List

                        Spell Index.pdf

                        Also found Here

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                        • halfgiantH
                          halfgiant PC
                          last edited by halfgiant

                          Raising Effective Caster Level

                          -Practiced Spellcaster (+4)
                          -Orange Ion Stone (+1)
                          -Beads of Karma (+4)
                          -Ring of Arcane Might x2 (+2) (could wear two more if you chose the Extra Rings feat)
                          -Robe of Arcane Might (+1)
                          -Suffer the Flesh (+5) (With some con damage to heal) (Magic of Eberron)


                          Note on Stacking.

                          Ring of Arcane Might won’t stack, while it is considered a non-labeled modifier, it still comes from a like source. (there was discussion of a mana welder earlier that could get around this)

                          Stacking
                          In most cases, modifiers to a given check or roll stack (combine for a cumulative effect) if they come from different sources and have different types (or no type at all), but do not stack if they have the same type or come from the same source (such as the same spell cast twice in succession).

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                          • halfgiantH
                            halfgiant PC
                            last edited by

                            Sakkratar’s Triple Strike

                            (Lost Empires of Faerûn)

                            Transmutation
                            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.

                            Material Component: A three-faceted prism.

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                            • halfgiantH
                              halfgiant PC
                              last edited by halfgiant

                              Bigby’s Besieging Bolt (Evocation)

                              Range: Special

                              Components: V,S,M

                              Duration: 1 round/2 levels

                              Casting Time: 1 round

                              Area of Effect: Special

                              Saving Throw: None

                              This spell is similar to magic missile when the spell is cast, the mage is able to fire one magic siege bolt for every two levels of the caster. The bolt will behave as a given siege engine missile in range and effect. The type of siege missile the bolt mimics depends on the caster’s level

                              Magic-user’s level siege engine missile mimicked:

                              12th Catapult, Light

                              14th Catapult, Heavy

                              16th Trebuchet

                              The bolt must be launched at the rate of one every two rounds in succeeding rounds. During this time the caster can do nothing else. If the spell is interrupted, no additional bolts can be launched. The bolt strikes their target unerringly. The material components are a small stone sprinkled with diamond dust.

                              [Note: Page 80; Wizard’s Compendium 1; Needs Revision to 10E version]

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                              • halfgiantH
                                halfgiant PC
                                last edited by

                                Bigby’s Most Excellent Force Sculpture (Evocation)

                                Range: 30 yds.

                                Components: V,S,M

                                Duration: 6 turn’s +1 turn/level

                                Casting Time: 1 turn

                                Area of Effect: Special

                                Saving Throw: None

                                This spell is the most advanced form of the force sculpture spells. The object formed can be highly complex, containing many moving parts, such as a siege machine or sailing ship. Parts of an object simulated could be as flexible as a rope or the wood of a bow. So a large net, balista, Rope Bridge, or collection of crossbows could be formed. As with lesser force sculptures, fine or accurate detail requires additional 2d4 rounds to form, Along with sufficient skill as an artist or artisan. Up to one cubic yard per level of the caster can be formed. With the exceptions noted above, the spell is otherwise identical to the 4th level spell of the same type. The material component is a lump of clay mixed with 1,000 g.p. worth of diamond dust, which vanishes when the spell is used.

                                [Note: Page 84; Wizards Compendium 1; Needs to be revised to 10E]

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                                • halfgiantH
                                  halfgiant PC
                                  last edited by halfgiant

                                  Combine
                                  Level 9 [Invocation/Evocation]

                                  Range: Range
                                  Duration: Up to 1 turn
                                  Area of Effect: The caster
                                  Components: V, S, M
                                  Casting Time: 9
                                  Saving Throw: None

                                  Combine allows the caster to meld two other currently memorized spells together so that they can be cast simultaneously with joined effects. The two spells cannot exceed more than seven total spell levels, so a 3rd- and 4th-level spell could be combined, or a 5th- and 2nd-level spell, or any other combination that falls within these limits. The spells remain linked in the caster’s mind for up to one full turn. If the combined form is not cast in this time, the linked spells automatically dissociate from each other, and the combine spell is wasted.

                                  When the paired spells are actually cast, the most restrictive casting time, range, area of effect, etc., are used. For example, if enervation and slow are combined, the joint spell would only affect a single creature, because enervation only strikes one target. The casting time would be 4 and the range would be 10 yards/level due to enervation’s characteristics, but the duration would be based on slow and would only be 3 rounds plus 1 round/level.

                                  The material component is a small pair of golden rings.

                                  [Note: Page 155; Wizards Compendium 1; Needs conversion to 10E]

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                                  • halfgiantH
                                    halfgiant PC @halfgiant
                                    last edited by halfgiant

                                    @dwarf or @daermadm - anyone have the writeup to the Summon Magic Spell, rummaging around on their hard drive wasteland?

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                                    • dwarfD
                                      dwarf PC
                                      last edited by

                                      you talkin’ bout this ?

                                      https://obelisk.daerma.com/topic/110/magic-zone

                                      halfgiantH 1 Reply Last reply Reply Quote 0
                                      • halfgiantH
                                        halfgiant PC @dwarf
                                        last edited by

                                        @dwarf said in Kargin - Spell Notes:

                                        you talkin’ bout this ?

                                        https://obelisk.daerma.com/topic/110/magic-zone

                                        Yep that is it, thought it was called summon magic.

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                                        • halfgiantH
                                          halfgiant PC
                                          last edited by

                                          Sphere of Ultimate Destruction
                                          (Unapproachable East)

                                          Conjuration (Creation)
                                          Level: Sorcerer 9, Wizard 9,
                                          Components: V, S, M,
                                          Casting Time: 1 standard action
                                          Range: Medium (100 ft. + 10 ft./level)
                                          Effect: 2-foot-radius sphere
                                          Duration: 1 round/level (D)
                                          Saving Throw: Fortitude partial (see text)
                                          Spell Resistance: Yes

                                          You conjure a featureless black sphere of nothingness that disintegrates almost anything it touches.
                                          It flies at up to 30 feet per round and attacks the creature or object you indicate.
                                          You must succeed at a ranged touch attack to strike a creature with the sphere.
                                          The sphere stops moving for the round when you make an attack on a creature or object.
                                          You must actively direct the sphere on your action to move it to a new target; this requires a move-equivalent action on your part.

                                          The sphere winks out if it exceeds the spell’s range. If the sphere ends its movement in a square occupied by a creature or object, the target must succeed at a Fortitude save or be subject to a disintegrate effect. If successful, the creature or object is only partially affected and takes 5d6 points of damage instead. If the sphere is directed to strike an object or part of an object, it disintegrates the 5-foot cube it occupies. The sphere may destroy one creature, object, or 5-foot cube of matter per round, provided it is directed to a suitable target.

                                          The sphere of ultimate destruction counts as a disintegrate spell for the purpose of destroying a wall of force (or any other spell or effect specifically affected by a disintegrate spell).
                                          Material Component: A pinch of dust from a disintegrated creature.

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                                          • halfgiantH
                                            halfgiant PC
                                            last edited by

                                            BLACK BLADE OF DISASTER

                                            Conjuration (Creation)
                                            Level: Sorcerer/wizard 9
                                            Components: V, S
                                            Casting Time: 1 standard action
                                            Range: Close (25 ft. + 5 ft./2 levels)
                                            Effect: Sword-shaped planar rift
                                            Duration: Concentration, up to
                                            1 round/level
                                            Saving Throw: None
                                            Spell Resistance: Yes

                                            As you cast the spell, a large black tear in the universe appears in the form of a crackling ebony sword made of the material of the planes. The blade flies off at your mental command to destroy your foes. You create a black blade-shaped planar rift about 3 feet long. The blade strikes at any creature within its range, as you desire, starting the round you cast the spell. The blade makes a melee touch attack against its designated target once each round. Its attack bonus is equal to your base attack bonus + your Intelligence bonus or your Charisma bonus (for wizards and sorcerers, respectively).

                                            Anything hit by the blade is disintegrated if it fails a Fortitude save, taking 2d6 points of damage per caster level (maximum 40d6), or 5d6 points of damage if the saving throw is successful. The blade can pass through any magical barrier equal to or less than its spell level, but cannot penetrate dead magic areas or an antimagic field. It can harm ethereal and incorporeal creatures as if it were a force effect.

                                            The blade always strikes from your direction. It does not get a flanking bonus or help a combatant get one. If the blade exceeds its range or goes out of your line of sight, the spell ends. You can direct the blade to attack another target as a standard action.

                                            A gate spell can be used to counterspell a black blade of disaster. A dimensional anchor spell cast at the blade dispels it automatically. The blade cannot be harmed by physical attacks, but dispel magic, a sphere of annihilation, or a rod of cancellation can affect it. Its touch attack AC is 13.

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