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    Kargin - Spell Notes

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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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                        • halfgiantH
                          halfgiant PC
                          last edited by

                          SHIELD OF WARDING
                          Abjuration [Good]
                          Level: Cleric 3, paladin 2
                          Components: V, S
                          Casting Time: 1 standard action
                          Range: Touch
                          Target: One shield or buckler
                          touched
                          Duration: 1 minute/level
                          Saving Throw: Will negates (object,
                          harmless)
                          Spell Resistance: No

                          You press your palm against the shield and speak the words of power. A silver radiance, in the shape of your holy symbol spreads over the shield. The touched shield or buckler grants its wielder a +1 sacred bonus to Armor Class and on Reflex saves, +1 per five caster levels (maximum +5 at 20th level). The bonus applies only when the shield is worn or carried normally (but not, for instance, if it is slung over the shoulder).

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                          • halfgiantH
                            halfgiant PC
                            last edited by

                            Reality Maelstrom

                            Evocation
                            Level: Sorcerer/wizard 9
                            Components: V, S, M
                            Casting Time: 1 standard action
                            Range: Medium (100 ft. + 10 ft./level)
                            Area: 20-ft.-radius emanation centered on a point in space, and 40-ft.-radius emanation centered on the same point; see text
                            Duration: 1 round
                            Saving Throw: Will negates, Reflex negates; see text
                            Spell Resistance: Yes

                            A lightning strike and a tearing sound as loud as thunder fills the area as a hole in space opens. Wind rushes into the void, and objects nearby lift into the air as everything is drawn inexorably toward the rip in reality.

                            You tear a temporary hole in reality itself that sucks all loose material and living creatures into it, sending them to a random plane (see sidebar). Everything sucked into the reality maelstrom goes to the same plane.

                            Reality maelstrom has a primary area and a secondary area. The primary area is the hole itself: a sphere with a 20-foot radius centered on the spell’s point of origin. Within that area, all unattended objects weighing 100 pounds or less are sucked into the maelstrom, as are all individuals who fail a Will saving throw.

                            The rip also creates a windstorm of air that affects objects and creatures in the secondary area of the spell. The secondary area is all the space farther than 20 feet from the spell’s point of origin but not farther than 40 feet away. All unattended objects within the secondary area that weigh 50 pounds or less are drawn into the primary area of the maelstrom. Individuals within the secondary area must make a Reflex saving throw. Those who fail are sucked into the primary area and must then make a Will saving throw to avoid being drawn into the maelstrom. Individuals who succeed on either saving throw can move and attack as normal.

                            A reality maelstrom is a one-way portal, so nothing ever emerges from the hole the spell makes.

                            Material Component: A golden hoop no less than 1 inch across.

                            SpC

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                            • halfgiantH
                              halfgiant PC
                              last edited by

                              Death Ward, Mass
                              (Spell Compendium, p. 61)

                              Necromancy
                              Level: Cleric 8, Druid 9,
                              Components: V, S, DF,
                              Range: Close (25 ft. + 5 ft./2 levels)
                              Target: One creature/level, no two of which are more than 30 ft. apart

                              Sensing the spark of life in your allies through your magic, you bolster that spark and protect it from harm.

                              This spell functions like death ward (PH 217), except as noted above


                              Death Ward

                              Necromancy
                              Level: Clr 4, Death 4, Drd 5, Pal 4
                              Components: V, S, DF
                              Casting Time: 1 standard action
                              Range: Touch
                              Target: Living creature touched
                              Duration: 1 min./level
                              Saving Throw: Will negates (harmless)
                              Spell Resistance: Yes (harmless)

                              The subject is immune to all death spells, magical death effects, energy drain, and any negative energy effects.

                              This spell doesn’t remove negative levels that the subject has already gained, nor does it affect the saving throw necessary 24 hours after gaining a negative level.

                              Death ward does not protect against other sorts of attacks even if those attacks might be lethal.

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                              • halfgiantH
                                halfgiant PC
                                last edited by

                                Wail Of The Banshee

                                Necromancy [Death, Sonic]
                                Level: Death 9, Sor/Wiz 9
                                Components: V
                                Casting Time: 1 standard action
                                Range: Close (25 ft. + 5 ft./2 levels)
                                Area: One living creature/level within a 40-ft.-radius spread
                                Duration: Instantaneous
                                Saving Throw: Fortitude negates
                                Spell Resistance: Yes

                                You emit a terrible scream that kills creatures that hear it (except for yourself).

                                Creatures closest to the point of origin are affected first.

                                SRD

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                                • halfgiantH
                                  halfgiant PC
                                  last edited by

                                  Masterwork Transformation
                                  School transmutation; Level bard 2, cleric/oracle 2, druid 2, sorcerer/wizard 2, witch 2; Subdomain greed 2; Elemental School void 2

                                  CASTING

                                  Casting Time 1 hour
                                  Components V, S, M (see below)

                                  EFFECT

                                  Range touch
                                  Target one weapon, suit of armor, shield, tool, or skill kit touched
                                  Duration instantaneous
                                  Saving Throw none; Spell Resistance no

                                  DESCRIPTION

                                  You convert a non-masterwork item into its masterwork equivalent. A normal sword becomes a masterwork sword, a suit of leather armor becomes a masterwork suit of leather armor, a set of thieves’ tools becomes masterwork thieves’ tools, and so on. If the target object has no masterwork equivalent, the spell has no effect. You can affect 50 pieces of ammunition as if they were one weapon. You decide if the object’s appearance changes to reflect this improved quality.

                                  The material component for the spell is magical reagents worth the cost difference between a normal item and the equivalent masterwork item (typically 300 gp for a weapon, 150 gp for armor, or 50 gp for a tool). If an object has multiple masterwork options (such as a double weapon, or a spiked shield that could be made masterwork as a weapon or armor), you choose one option of the object to affect (though you can cast the spell again to affect another option).

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                                  • halfgiantH
                                    halfgiant PC
                                    last edited by

                                    Gravity Bow
                                    School transmutation; Level ranger 1, sorcerer/wizard 1; Elemental School metal 1, void 1

                                    CASTING

                                    Casting Time 1 standard action
                                    Components V, S

                                    EFFECT

                                    Range personal
                                    Targets you
                                    Duration 1 minute/level (D)

                                    DESCRIPTION

                                    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.

                                    Table: Weapon Damage Size Conversion

                                    Tiny Weapon Damage Small Weapon Damage Medium Weapon Damage Large Weapon Damage Huge Weapon Damage
                                    — 1 1d2 1d3 1d4
                                    1 1d2 1d3 1d4 1d6
                                    1d2 1d3 1d4 1d6 1d8
                                    1d3 1d4 1d6 1d8 2d6
                                    1d4 1d6 1d8 2d6 3d6
                                    1d6 1d8 1d10 2d8 3d8
                                    1d8 1d10 1d12 3d6 4d6
                                    1d4 1d6 2d4 2d6 3d6
                                    1d8 1d10 2d6 3d6 4d6
                                    1d10 2d6 2d8 3d8 4d8
                                    2d6 2d8 2d10 4d8 6d8
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                                    • halfgiantH
                                      halfgiant PC
                                      last edited by

                                      Unseen Crafter
                                      (Races of Eberron, p. 191)

                                      Conjuration (Creation)
                                      Level: Artificer 2, Bard 2, Cleric 2, Sorcerer 2, Wizard 2,
                                      Components: V, S,
                                      Casting Time: 1 standard action
                                      Range: Close (25 ft. + 5 ft./2 levels)
                                      Effect: One invisible, mindless, shapeless servant
                                      Duration: 1 day/level (D)
                                      Saving Throw: None
                                      Spell Resistance: No

                                      This spell functions as unseen servant, except that the unseen crafter can be assigned any one task that can be accomplished by the use of the Craft skill. Appropriate tools and materials must be provided for the unseen crafter; it makes Craft checks using your ranks in the skill plus your bonus for the relevant spellcasting ability (Intelligence for artificers, wizards, and magewrights, Charisma for bards and sorcerers, and Wisdom for clerics).

                                      An unseen crafter can take 10 or attempt to work more quickly (as described in the Craft skill description, page 70 of the Player’s Handbook), but this must be part of the command it is given when the spell is cast. Once the unseen crafter has completed the assigned task, the spell ends as if dismissed. If the unseen crafter leaves work undone, any creature or another unseen crafter can continue it.

                                      Special: When the unseen crafter is commanded to repair a warforged, it receives a +10 bonus on its Craft check.

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                                      • halfgiantH
                                        halfgiant PC
                                        last edited by halfgiant

                                        Energy Siege Shot
                                        School transmutation [variable]; Level sorcerer/wizard 5, summoner 5

                                        CASTING

                                        Casting Time 10 minutes

                                        Component V, S, M (a ball of pitch)

                                        EFFECT

                                        Range close (25 ft. + 5 ft./2 levels)
                                        Target one Large siege engine
                                        Duration 10 minute/level
                                        Saving Throw Fort negates (harmless, object); Spell Resistance yes (harmless, object)

                                        DESCRIPTION

                                        This spell transforms any ammunition fired by the target ranged siege engine into ammunition made of pure energy. When casting the spell, the caster picks a one of the following energy types: acid, cold, electricity, fire, sonic, or force. The ammunition within the siege engine now deals that type of energy damage on a hit, though the amount of damage dealt by the ammunition does not change, nor does it change any of the other effects of the ammunition. Unlike other forms of energy damage, this energy damage does full damage to objects.

                                        Based on the type of energy the caster chose while casting, the ammunition also gains one of the following effects.

                                        Acid: The ammunition deals half its damage in a splash to all creatures and unattended objects within 15 feet of the target hit by the siege engine. Creatures can halve the splash damage with a Reflex saving throw. The DC of the splash is the same as the DC of the spell.
                                        Cold: The ammunition creates an ice sheen within a 20-foot-radius burst around the target of the siege engine’s attack. That sheen lasts 1d6 rounds. Creatures within the ice sheen are entangled. Any creature within the area of the ice sheen at the start of its turn takes 2d6 cold damage.
                                        Electricity: Creatures hit by the siege engine attack or within 15 feet of the attack are staggered for 1 round.
                                        Fire: Creatures and wood objects within 15 feet of the attack may catch on fire.
                                        Sonic: Creatures hit by the attack or within 20 feet of the attack must succeed at a Fortitude saving throw or be deafened for one hour. The DC of this effect is the same as the spell DC.
                                        Force: No extra effect.


                                        Energy Siege Shot, Greater

                                        School transmutation [variable]; Level sorcerer/wizard 6, summoner 6

                                        EFFECT

                                        Range close (25 ft. + 5 ft./2 levels)
                                        Target one siege engine of any size

                                        DESCRIPTION

                                        This spell functions like energy siege shot, except it can target siege engines of any size, not just Large siege engines.


                                        Table: Siege Engines

                                        Item Cost Damage Critical Range Increment Typical Crew Source
                                        Catapult, heavy 800 gp 6d6 — 200 ft. (100 ft. minimum) 4 PZO1110
                                        Catapult, light 550 gp 4d6 — 150 ft. (100 ft. minimum) 2 PZO1110
                                        Ballista 500 gp 3d8 19–20 120 ft. 1 PZO1110
                                        Ram 1,000 gp 3d6* — — 10 PZO1110
                                        Siege tower 2,000 gp — — — 20 PZO1110
                                        * See description for special rules.
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                                        • halfgiantH
                                          halfgiant PC
                                          last edited by

                                          Surge of Fortune
                                          (Complete Champion)

                                          Transmutation
                                          Level: Cleric 5,
                                          Components: V, S, DF,
                                          Casting Time: 1 standard action
                                          Range: Personal
                                          Target: You
                                          Duration: 1 round/level or until discharged

                                          The power of your deity flows through you, guiding your movements and honing your instincts.
                                          Upon casting this spell, you gain a +2 luck bonus on attack rolls and damage rolls, saving throws, skill checks, ability checks, and spell penetration checks, as well as to Armor Class.
                                          At any point before the spell expires, you can channel some of its remaining power into a single instant of perfect fortune as an immediate action.
                                          The result of the next attack roll, saving throw, skill check, ability check, or spell penetration check you attempt is treated as a natural 20, as long as it occurs within 1 round of the time you invoked this power.

                                          (If you use it for an attack roll, you must still roll to confirm the critical hit normally).
                                          Using this option instantly ends the spell.

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

                                            @halfgiant said in Kargin - Spell Notes:

                                            Surge of Fortune
                                            At any point before the spell expires, you can channel some of its remaining power into a single instant of perfect fortune as an immediate action.
                                            The result of the next attack roll, saving throw, skill check, ability check, or spell penetration check you attempt is treated as a natural 20, as long as it occurs within 1 round of the time you invoked this power.

                                            ** Dregs grins frighteningly and waits for Kargi to finish giving him a surge… then kicks on his Lust Aura **

                                            “Ohhh Rust Tarrasque !! Where are you, you naughty lizard ???”

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