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    Kargin - Spell Notes

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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.

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                    • 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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                      • halfgiantH
                        halfgiant PC
                        last edited by

                        /slaps forehead… mumbles “Well no putting that genie back in the bottle”

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                        • halfgiantH
                          halfgiant PC
                          last edited by

                          Scribe’s Binding

                          School transmutation (polymorph); Level occultist 6, sorcerer/wizard 9, witch 9

                          CASTING

                          Casting Time 1 standard action
                          Components V, S, F (a book bound in precious metals and treated with rare oils, worth 1,000 gp per HD of the target)

                          EFFECT

                          Range close (25 ft. + 5 ft./2 levels)
                          Target creature touched
                          Duration permanent
                          Saving Throw Fort negates; Spell Resistance yes

                          DESCRIPTION

                          This spell binds a single creature into a prepared book, sustaining it in suspended animation and filling the book with its experience and knowledge. The tome weighs 10 pounds and has one page for every day of the subject’s life. The cover and binding transform to reflect the subject’s appearance, interests, and tastes. Every thought and memory—including those the target may have forgotten long ago—are perfectly transcribed within the enchanted pages, penned in excruciating detail in the language that the creature was thinking or speaking in when the event occurred. If a memory includes dialogue in a language the subject didn’t understand, that dialogue is reproduced phonetically, and must be translated by a reader who knows that language. Any alterations to a subject’s memories—such as by a modify memory spell—appear in a subtly different script; a successful DC 35 Linguistics check is needed to identify this.

                          Spells that modify or remove text—such as erase or secret page—also affect the target’s memory if they persist after its release. Modify memory can be used to repair any changes to its original state, or alter the accounts recorded within the book.

                          A creature imprisoned by scribe’s binding automatically fails any saving throws against effects to change or modify its memories.

                          A target bound by this spell can be freed by only freedom, miracle, or wish. Polymorph any object restores the target’s normal form for 24 hours. Scribe’s binding makes the imprisoning tome supernaturally durable (hardness 20, 10 hp per HD the imprisoned creature had). Destroying the tome immediately slays the creature imprisoned within.

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                          • halfgiantH
                            halfgiant PC
                            last edited by

                            Spirit of Victory
                            School: Transmutation; Level: Clr 9, Sor/Wiz 9
                            Casting Time: 1 standard action

                            Components: V, S, F (great wyrm gold dragon heart scale)
                            Range: Personal
                            Target: You
                            Duration: 1 round/level

                            With this spell, you call upon the powers of good fortune
                            made manifest to inhabit your physical form and enhance
                            it. You gain a +10 luck bonus to attack rolls, damage rolls,
                            saving throws, checks, and Armor Class.

                            [Reference: 1001 Spells, Page 222, Rite Publishing]

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                            • halfgiantH
                              halfgiant PC
                              last edited by

                              Magic Castle
                              School: Conjuration (Creation); Level: Sor/Wiz 9
                              Casting Time: 30 minutes
                              Components: V, S, M (rod of security)
                              Range: Long (400 ft. + 40 ft./level)
                              Effect: One magical castle
                              Duration: Instantaneous
                              Saving Throw: None; Spell Resistance: No
                              With a grand display of magical energies, you instantaneously
                              create a castle of your design that has two rooms
                              per caster level. The entire square footage of the castle
                              cannot exceed 100,000 square feet. The castle walls are
                              made of stone, the doors of wood (with DC 30 locks), although
                              the hardness of all materials is increased by 5. The
                              interior of the castle is fully furnished, and each room is
                              magically lit with a brightness level that varies with your
                              whim (from daylight to magical darkness). The castle also
                              automatically contains weapons (melee and ranged) and
                              chain hauberks enough to outfit 50 guards or defenders. In
                              addition, you can choose one of the following options:
                              • The castle exists on another plane (an otherwise empty
                              pocket dimension), with the only doorway existing on
                              the plane on which you cast the spell. The doorway you
                              attach the spell to must be in range at the time of casting
                              or the spell creates a freestanding doorway to you
                              specifications.
                              • The castle floats in the air at a height of your choosing.
                              The magic keeping the castle in the air cannot be
                              dispelled or suppressed.
                              • The castle is surrounded by a ward through which one
                              general type of creature, chosen by you, cannot pass
                              (undead, aberrations, humanoids, etc.).
                              Lastly, you can choose to have any portion of the castle
                              disappear or fall apart upon your death, or you can choose
                              to have the whole place collapse at the time of your demise.
                              If the castle floats, you can have it fall when you die.

                              [Reference: 1001 Spells, Page 153, Rite Publishing]

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                              • halfgiantH
                                halfgiant PC
                                last edited by

                                Sunfire Tomb
                                School: Conjuration (Teleportation) [Light]; Level: Clr
                                9, Drd 9
                                Casting Time: 1 standard action
                                Components: V, S, DF
                                Range: Medium (100 ft. + 10 ft./level)
                                Target: One creature
                                Duration: Instantaneous
                                Saving Throw: Will negates; Spell Resistance: Yes

                                You transfer a target, body and soul, into the sun, where
                                he remains (with all of his equipment), held entombed in
                                stasis forever. For the subject, time ceases to flow and he
                                grows no older. His bodily functions virtually cease, and
                                no force or effect can harm him. He is, however, painfully
                                aware of the heat and light around him—those sensations
                                are all he experiences while entombed in the sun. The subject
                                remains there unless someone casts a freedom spell at
                                the locale where sunfire tomb was originally cast, whereupon
                                the subject reappears in that locale. Magical search
                                by scrying, a locate creature spell, or similar divination
                                does not reveal the fact that a creature is entombed, but
                                discern location does. A miracle or wish spell will not free
                                the recipient but will reveal where he is entombed.
                                The sunfire tomb spell functions only if the target’s name
                                and some facts about his life are known.

                                [Reference: 1001 Spells, Page 230, Rite Publishing]

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                                • halfgiantH
                                  halfgiant PC
                                  last edited by

                                  Spellbore
                                  School: Abjuration; Level: Sor/Wiz 8
                                  Casting Time: 1 swift action
                                  Components: V
                                  Range: Personal
                                  Target: Self
                                  Duration: See text
                                  If the caster casts another spell in the same round, and that
                                  spell creates a ray or energy missile, that ray or missile can
                                  travel through antimagic effects without being suppressed
                                  or dispelled.

                                  [Reference: 1001 Spells, Page 221, Rite Publishing]

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                                  • halfgiantH
                                    halfgiant PC
                                    last edited by

                                    Dweomer Nova
                                    School: Transmutation; Level: Sor/Wiz 8
                                    Casting Time: 1 standard action
                                    Components: V, S, M (a firefly)
                                    Range: Personal
                                    Target: You
                                    Duration: 1 round/level
                                    When you use this power, you tap into massive amounts
                                    of arcane energy that you can use to fuel future spells you
                                    cast, but you lose a great amount of mobility. Upon casting
                                    this spell you radiate a bright multi-colored light. You
                                    provide bright illumination in a 40-foot radius, and shadowy
                                    illumination for an additional 40 feet. Your feet lift
                                    off the ground and you hover six inches in the air. For the
                                    duration of this spell, as the spell is not dismissible, you
                                    cannot move from your spot, and you lose your Dexterity
                                    bonus to AC, but you gain a +8 bonus to CMD, and it requires
                                    a successful Strength check (DC 20+ your primary
                                    caster ability modifier) for another creature to move you
                                    from that spot.
                                    You also benefit tremendously from the spell. You gain a
                                    +8 inherent bonus to your primary casting ability score
                                    (Intelligence for wizards or Charisma for sorcerers) and
                                    a +5 bonus to your caster level. You gain spell resistance
                                    equal to 11 + your (modified) caster level.

                                    [Reference: 1001 Spells, Page 101, Rite Publishing]

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                                    • halfgiantH
                                      halfgiant PC
                                      last edited by

                                      Bastion of Pure Magic
                                      School: Abjuration; Level: Sor/Wiz 8
                                      Casting Time: 10 minutes
                                      Components: V, S, M (a spherical opal worth at least
                                      500 gp)
                                      Range: Touch
                                      Area: 15-ft.-diameter emanation centered on the caster
                                      Effect: One charged gem

                                      Duration: See text
                                      Casting this spell stores magical energy within the gem
                                      that can be later released. The gem continues to store
                                      this energy until activated or dispelled; there is no time
                                      limit. As long as the gem remains prepared, one 8th level
                                      spell slot is unavailable to the caster. Dispelling the gem’s
                                      charge has no effect on the gem and returns the spell slot
                                      (empty) to the caster. When the gem is activated (a standard
                                      action that requires only that the gem be in hand), it
                                      is destroyed, crumbling to powder. However, an area of
                                      pure magic surrounds the caster and suppresses any antimagic
                                      effects that overlap the emanation. The emanation
                                      lasts for one round per caster level. Only the caster may
                                      activate the gem; if the gem leaves the caster’s possession
                                      at any time, the charge is dispelled.

                                      [Reference: 1001 Spells, Page 46, Rite Publishing]

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                                      • halfgiantH
                                        halfgiant PC
                                        last edited by halfgiant

                                        Energy Transformation Field

                                        Transmutation
                                        Level: Sorcerer/wizard 7
                                        Components: V, S, M, XP
                                        Casting Time: 4 rounds
                                        Range: Close (25 ft. + 5 ft./2 levels)
                                        Area: 40-ft.-radius spread
                                        Duration: Permanent
                                        Saving Throw: None
                                        Spell Resistance: Yes

                                        You hold the eye in your palm, sprinkle it with blood and diamonds, and speak the words. Slowly it rises from your hand, emitting a soft beam that illuminates the chosen area. Then it disappears, and you place the spell within the magic trap.

                                        You create a lingering zone of transformative magic that absorbs magic energy from magic items or spellcasting and uses it to power another spell tied to that location. For example, you could have an energy transformation field tied to a summon monster V spell that would summon a monster when the field had absorbed enough magic.

                                        The field absorbs the magic of spells cast, spell-like or supernatural abilities that are activated, and magic items used within its dimensions. Each source of magic provides spell levels of energy to the field equal to the spell level of the effect used. Supernatural abilities that emulate spells provide energy equal to the spell level of the effect. Supernatural abilities that do not emulate spells provide energy equal to the HD of the creature using the ability. For example, a cast fireball spell or a charge from a wand of fireball would add three spell levels to the field’s store, a potion of cure light wounds would add one, and a wish from a ring of three wishes would add nine. Items that don’t have a clearly defined spell level (such as the effects of most rods) use the prerequisite caster level needed to create that item (so an immovable rod would provide two spell levels every time it was activated because of its levitate prerequisite). Effects that are absorbed give no indication of where the magic went; they simply vanish.

                                        The field absorbs only magic that is actually used within its area. Ongoing magical effects that enter the area, including spells cast from outside the area into the field or continually functioning items such as a +1 mace, are often visibly reduced, but do not have their actual effects hindered. For example, a continual flame would dim slightly, but its overall magic would not be affected.

                                        An energy transformation field has a single spell linked to it. When the field has absorbed spell levels equal to the spell level of its linked spell, it automatically casts that spell at a point within the field designated by you at the time of the casting of the field. This expends those absorbed spell levels (although unused levels remain until they are used or expire). The cast spell functions as if cast by you in terms of duration and all level-based spell effects. Absorbed spell levels fade at a rate of one per day if not used. The field automatically triggers its linked spell if it has enough stored spell levels and the duration of its previous casting has expired. If a linked spell requires concentration to maintain, the field expends one spell level for every hour of concentration (the field’s concentration is interrupted only by its complete destruction). Spells that require a target will target the living creature nearest to the field.

                                        Typical spells linked to an energy transformation fi eld are blindness/deafness, fireball, suggestion, summon monster, or wall of force. Spells that have a costly material component or an XP cost cannot be linked to a field, but those with a costly focus can if the focus object is present within the field (typically sealed into a wall or in a secret compartment).

                                        Only Mordenkainen’s disjunction, limited wish, wish, or similar spells can destroy the energy transformation field. Spells of lower level, such as dispel magic and greater dispel magic, are absorbed by it, and an antimagic field prevents it from absorbing magical energy within the field but does not otherwise hamper this spell. If two or more field spells share an overlapping area, each field has an equal chance of absorbing a spell effect in that area.

                                        Material Component: Three drops of your blood, an eye from any humanoid, and 5,000 gp worth of powdered diamond.
                                        XP Cost: 250 XP.

                                        Source Description: Spell Compendium

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                                        • halfgiantH
                                          halfgiant PC
                                          last edited by halfgiant

                                          Moment of Prescience
                                          (Player’s Handbook v.3.5, p. 255)

                                          Divination
                                          Level: Sorcerer 8, Wizard 8, Beguiler 8, Sha’ir 8, Luck 8, Destiny 8, Competition 8, Elysium 9,
                                          Components: V, S,
                                          Casting Time: 1 standard action
                                          Range: Personal
                                          Target: You
                                          Duration: 1 hour/level or until discharged

                                          This spell grants you a powerful sixth sense in relation to yourself.
                                          Once during the spell’s duration, you may choose to use its effect.
                                          This spell grants you an insight bonus equal to your caster level (maximum +25) on any single attack roll, opposed ability or skill check, or saving throw.
                                          Alternatively, you can apply the insight bonus to your AC against a single attack (even if flat-footed).
                                          Activating the effect doesn’t take an action; you can even activate it on another character’s turn if needed.
                                          You must choose to use the moment of prescience before you make the roll it is to modify.

                                          Once used, the spell ends.
                                          You can’t have more than one moment of prescience active on you at the same time.

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                                          • halfgiantH
                                            halfgiant PC
                                            last edited by halfgiant

                                            Divine Insight
                                            (Spell Compendium, p. 70)

                                            Divination
                                            Level: Cleric 2, Paladin 2,
                                            Components: V, S, DF,
                                            Casting Time: 1 standard action
                                            Range: Personal
                                            Target: You
                                            Duration: 1 hour/level or until discharged (D)

                                            Clutching the focus of your spells to your chest, you let your eyes fl utter shut. As you complete the short prayer you feel your deity’s presence fill you with confidence.

                                            Once during the spell’s duration, you can choose to use its effect. This spell grants you an insight bonus equal to 5 + your caster level (maximum bonus of +15) on any single skill check. Activating the effect requires an immediate action. You must choose to use the insight bonus before you make the check you want to modify. Once used, the spell ends.

                                            You can’t have more than one divine insight effect active on you at the same time.

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