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    Kargin - Spell Notes

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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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                              • halfgiantH
                                halfgiant PC
                                last edited by halfgiant

                                Blessing of Fervor
                                School transmutation; Level cleric/oracle 4

                                CASTING

                                Casting Time 1 standard action
                                Components V, S, DF

                                EFFECT

                                Range close (25 ft. + 5 ft./2 levels)
                                Targets one creature/level, no two of which can be more than 30 ft. apart
                                Duration 1 round/level
                                Saving Throw Fortitude negates (harmless); Spell Resistance yes (harmless)

                                DESCRIPTION

                                With this blessing, you call your allies to move forth and empower them to conquer and become victorious. Each round for the duration of this spell, each of your allies can choose one of the following bonuses for that round at the beginning of its turn (their choice).

                                Increase its speed by 30 feet.
                                Stand up as a swift action without provoking an attack of opportunity.
                                Make one extra attack as part of a full attack action, using its highest base attack bonus.

                                Gain a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves.
                                Cast a single spell of 2nd level or lower as if it were an enlarged, extended, silent, or still spell.

                                These effects are not cumulative with similar effects, such as those provided by haste or a speed weapon, nor do they actually grant an extra action, so you can’t use it to cast a second spell or otherwise take an extra action in the round. Blessing of fervor does not stack with haste.

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                                • halfgiantH
                                  halfgiant PC
                                  last edited by

                                  Favor Of The Martyr
                                  Necromancy
                                  Level: Paladin 4
                                  Components: V, S
                                  Casting Time: 1 standard action
                                  Range: Medium (100 ft. + 10 ft./level)
                                  Target: One willing creature
                                  Duration: 1 minute/level
                                  Saving Throw: None
                                  Spell Resistance: Yes (harmless)
                                  Calling upon the saints of your order, you imbue the person in need with the power to resist the dire forces arrayed against you. The subject gains immunity to nonlethal damage, charm and compulsion effects, and attacks that function specifically by causing pain, such as the wrack spell. It is further immune to effects that would cause it to be dazed, exhausted, fatigued, nauseated, sickened, staggered, or stunned. The subject remains conscious at –1 to –9 hit points and can take a single action each round while in that state, and does not lose hit points for acting. If any of the above conditions were in effect on the subject at the time of casting, they are suspended for the spell’s duration. (Thus, an unconscious subject becomes conscious and functional.)
                                  When the spell ends, any effects suspended by the spell that have not expired in the interim (such as the fatigued condition, which normally requires 8 hours of rest to recover from) return. Effects that expired during the duration of this spell do not resume when it ends.
                                  In addition to these effects, the subject gains the benefit of the Endurance feat for the duration of the spell.

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                                  • halfgiantH
                                    halfgiant PC
                                    last edited by halfgiant

                                    Giant Size
                                    (Complete Arcane, p. 109)

                                    Transmutation
                                    Level: Wu Jen 7,
                                    Components: V, S, M,
                                    Casting Time: 1 round
                                    Range: Personal
                                    Target: You
                                    Duration: 1 minute

                                    When you cast this spell, you grow to Huge, Gargantuan, or Colossal size, depending on your caster level. Your Strength, Dexterity, Constitution, natural armor, size modifier to Armor Class and attack rolls, and space and reach all change as shown on the accompanying table. (You need not assume the largest size you are capable of; you can choose to grow only to a smaller size if you wish).

                                    Caster Level Size Str Dex Con Nat. AC AC/Atk Mod Space/Reach
                                    1st—15th Huge (20 ft.) +16 -2 +4 +3 -2 15 ft./15 ft.
                                    16th—18th Gargantuan (40 ft.) +24 -2 +8 +7 -4 20 ft./20 ft.
                                    19th or higher Colossal (72 ft.) +32 -2 +12 +12 -8 30 ft./30 ft.

                                    All your equipment changes size with you, allowing you to use weapons or magic items effectively in your giant form. See Table 2-2: Increasing Weapon Damage by Size, page 28 of the Dungeon Master’s Guide, to determine the damage dealt by any weapons carried when you cast giant size.

                                    Material Component: The scale of a dragon or hairs from the head of a giant.

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                                    • halfgiantH
                                      halfgiant PC
                                      last edited by

                                      Addition
                                      (Alteration)
                                      Sphere: Numbers
                                      Level: 4
                                      Range: 30 yds.
                                      components: V, S, M
                                      CastingTime: 1 rd.
                                      Duration: Special
                                      Area of Effect: Special
                                      Saving Throw: None

                                      The Sphere of Numbers holds that the structure of reality, the equation of the moment, can be analyzed
                                      and modified by someone with sufficient knowledge and power. The addition spell allows a priest to add a new mathematical term to the equation of the moment. This effectively allows a new object or even a living creature to be brought into existence temporarily.
                                      The effect of this spell varies depending on the level of the caster. A caster of loth level or less can
                                      create a single, inanimate object weighing up to 10 pounds. The caster’s control is rudimentary, the
                                      object cannot be complex. The object must be described in a single word or short phrase (for example,
                                      a water pitcher or a block of stone). The caster has no control over elements such as shape or color;
                                      thus, the water pitcher might be short, squat, and blue, or tall, slender, and red. Objects created with this spell cannot be of any greater mechanical complexity or technological level than a crossbow. If the priest tries to create an object that breaks this prohibition, the spell fails and nothing is created. Thus if,
                                      the priest tried to create a pistol, assuming he had heard the word somewhere, the spell would fail.
                                      Objects cannot contain any information in an abstract form such as writing or diagrams. If the priest tries to create an object that breaks this prohibition, there are two possible results: the spell may fail, or the object may be created without the information. Thus, if the priest were to attempt to create a spellbook, the result would he either a book similar to a spellbook with blank pages or nothing at all.
                                      The object appears at whatever location the caster wills, as long as it is within spell range. The object cannot appear in the same space occupied by another object or creature, or within a hollow object (for example, the priest cannot create an object blocking the trachea of an enemy). The created object exists for 1 turn per level of the caster. During this time, it obeys all the laws of physics as if it were a real object. The object cannot be disbelieved and spells such as true seeing cannot
                                      distinguish it from a naturally occurring object.

                                      Priests of IIth to 15th level can create a single inanimate object of up to 20 pounds in mass or two identical objects, each of up to five pounds in mass. The object(s) so created exists for two hours (12 turns) per level of the caster.

                                      Priests of 16th to 19th level can create a single inanimate object of up to 50 pounds in mass or up to 10 identical objects, each of up to five pounds in mass. The object(s) is permanent unless destroyed. Since these objects are not magical constructs, but real additions to the equation of the moment, dispel magic has no effect on them. Alternatively, the caster can create a single normal (nonmor strous) living creature of up to 20 pounds in weight. The creature, once created behaves as a normal member of its species; the caster has no control over its actions. This creature remains in existence for 5 rounds per level of the caster

                                      Priests of 20th level and above can create a single inanimate object of up to 100 pounds in mass or up to 10 identical objects, each of up to 10 pounds in mass. The object(s) are permanent.
                                      Alternatively, the caster can create a single normal (nonmonstrous) living creature of up to 100 pounds in weight and up to 2 Hit Dice. The creature, once created, behaves as a normal member of its species; the caster has no control over its actions. This creature remains in existence for 2 turns per level of the caster.

                                      The material component is a small table of numerological formulae inscribed on an ivory plaque, plus a length of silken cord. During the casting, the priest ties the cord into a complex knot. As the magical energy is discharged, the cord vanishes in a flash of light. The plaque is not consumed
                                      in the casting.

                                      Notes: Common spell for priests with major access to the sphere of Numbers (TOM).
                                      [Reference: Priest Spell Compendium Volume 1, Page 15 - 2nd Edition AD&D]

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                                      • halfgiantH
                                        halfgiant PC
                                        last edited by halfgiant

                                        Dimensional Translocation
                                        (Alteration)
                                        Sphere: Numbers, Summnning
                                        Level: 5
                                        Range: 60 yds.
                                        Components: S
                                        Casting Time: 3
                                        Duration: 1 rd.Aevel
                                        Area of Effect: 1 creature
                                        Saving Throw: Special

                                        By using this spell, the priest seals off the multidimensional existence of a magical, undead, or extraplanar creature. The affected creature can be forced entirely into its extraplanar dimension, which removes it from the physical world, or its extraplanar existence can be severed, forcing it entirely into the Prime Material Plane. If the priest’s level exceeds the subject’s Hit Dice or level, the creature is not allowed a saving throw, but creatures of higher Hit Dice or level than the caster are allowed a saving throw vs. spell to negate the effect. Any magic resistance applies, as well. If used to banish an extraplanar or multidimensional creature, dimensional translocation prevents the creature from returning to the Prime Material Plane for the duration of the spell. The creature may be able to take other actions, such as using magical items or spell-like abilities on itself while it waits to return. If the caster instead forces an extradimensional creature into the Prime Material Plane, one or more of the following effects may apply, at the DMs option:

                                        • The creature’s Armor Class may be reduced by 1d6 points for the duration of the spell.
                                        • The quality of a magical weapon needed to strike the creature may be reduced by one ”plus”; for example, a monster normally hit by +2 or better weapons can become vulnerable to +1 weapons for the spell’s duration.
                                        • The creature may suffer permanent death upon the loss of all its hit points.
                                        • Use of 1d6 spell-like powers (such as gating in allies) may be limited or negated.
                                        • Undead creatures lose the ability to drain life energy levels.

                                        This spell does not prevent extradimensional travel on the Prime Material Plane (for example, dimension door; blinking, teleport, or similar effects),
                                        but it does prevent the subject from plane shifting or becoming ethereal while in effect.
                                        Notes: Common for priests with major access to the Sphere of Numbers, uncommon for clerics.

                                        [Reference: Priest Spell Compendium Volume 1, Page 209 - 2nd Edition AD&D]

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                                        • halfgiantH
                                          halfgiant PC
                                          last edited by

                                          Extradimensional Detection
                                          (Divination)
                                          Sphere: Numbers, Divination
                                          Level: 3
                                          Range: 0
                                          Components: V, S
                                          Casting Time: 3
                                          Duration: 1 rd./level
                                          Area of Effect: I0-ft:wide path, 60 -ft. long
                                          Saving Throw: None

                                          When extradimensional detection is cast, the priest detects the existence of any extradimensional spaces or pockets in a path 10 feet wide and 60 feet long in the direction he is facing. The priest can tum, scanning a 60" arc each round, or move slowly while the spell is in effect to change the
                                          sweep of the detection.
                                          Extradimensional spaces include those created by spells such as rope trick and those within such items as bags of holding and portable holes. The
                                          priest does not know the size of the space or its source. The spell also detects inter-planar gates and the gate opened by the spell extradimensional folding.
                                          The spell can be blocked by a stone wall of one foot thickness or more, a one-inch thickness of solid metal, or one yard or more of solid wood.

                                          Notes: Common for priests with access to the sphere of Numbers; uncommon for priests with access to the sphere of divination (TOM).

                                          [Reference: Priest Spell Compendium Volume 1, Page 255 - 2nd Edition AD&D]

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                                          • halfgiantH
                                            halfgiant PC
                                            last edited by halfgiant

                                            Extradimensional Manipulation
                                            (Alteration)
                                            Sphere: Numbers
                                            Level: 5
                                            Range: 10 yds.
                                            Components: V, S , M
                                            Casting Time: 5
                                            Duration: 4 rds.flevel+ MI2 rds.
                                            Area of Effect: 1 extradimensional space up to 20
                                            A. x 20ft.
                                            Saving Throw: Special
                                            This spell allows the priest to alter the characteristics of certain extradimensional spaces such as those created by rope trick and similar spells or those contained in items like bags of holding or portable holes. It can be used in two different
                                            ways.

                                            A ) Alter Space: The spell can be used to increase or reduce the size of a single extradimensional space. The amount of increase or decrease depends on the level of the caster.

                                            Level Multiplier
                                            Up to 10 - x2
                                            11 to 16 - x 3
                                            17 or above - x4

                                            Thus, a 10th-level priest can double the capacity of a bag of holding or decrease it to half its normal size. A 15th-level priest can triple the capacity or reduce it to one-third capacity. If the size and capacity of an extradimensional space is decreased, any contents of the space that exceed the current capacity are expelled (determined randomly). These contents are expelled from the space in the same way they originally entered it, if that path is still open. If the path is closed, as it would be if a bag of holding was tied shut or a portable hole was folded up, the extra contents are expelled into the Astral Plane. Any items in an enlarged space when the spell duration expires suffer the same fate.

                                            B ) Seal Pocket: The spell can be used to reduce the danger of placing an extradimensional space inside an other such space, such as placing a bag of
                                            holding inside a portable hole. When used in this manner, the size of the space is not altered. However, the affected extradimensional space can be placed within another such space (or another extradimensional space can he placed within the affected space) with no adverse consequences. If one space is within the other when the spell ends the usual consequences ensue immediately.
                                            In both cases, if the space to be affected is being maintained by a spellcaster, as in the case of a rope trick, that spellcaster receives a saving throw vs. spell to resist the manipulation. If the space is created by a magical item, however, no saving throw is allowed. The duration of the spell is 4 rounds per level of the caster, plus an additional 2d12 rounds. Thus a 10th-level caster’s effect lasts 4 tums and 2 to 24 additional rounds.

                                            The material component is a strip of gold tissue worth at least 5 gp, given a half twist and joined at the ends during the casting.
                                            Notes: Common for priests with major access to
                                            the sphere of Numbers (ToM).

                                            [Reference: Priest Spell Compendium Volume 1, Page 256 - 2nd Edition AD&D]

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