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    Kargin - Spell Notes

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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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                                  • halfgiantH
                                    halfgiant PC
                                    last edited by

                                    Alter Fortune
                                    (Player’s Handbook II, p. 101)

                                    Divination
                                    Level: Bard 3, Cleric 3, Druid 3, Sorcerer 3, Wizard 3, Spellthief 3,
                                    Components: V, XP,
                                    Casting Time: 1 immediate action
                                    Range: Close (25 ft. + 5 ft./2 levels)
                                    Target: One creature
                                    Duration: Instantaneous
                                    Saving Throw: None
                                    Spell Resistance: No

                                    With a single utterance, you create a momentary distortion that engulfs and confounds your foe.
                                    You change the flow of chance, causing the subject to immediately reroll any die roll it just made.
                                    It must abide by the second roll.
                                    XP Cost: 200 XP.

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                                    • halfgiantH
                                      halfgiant PC
                                      last edited by

                                      Stun Ray
                                      (Spell Compendium, p. 211)

                                      Conjuration (Creation) [Electricity]
                                      Level: Sorcerer 7, Wizard 7,
                                      Components: V, S, M,
                                      Casting Time: 1 standard action
                                      Range: Close (25 ft. + 5 ft./2 levels)
                                      Effect: Ray
                                      Duration: 1d4+1 rounds; see text
                                      Saving Throw: Fortitude partial; see text
                                      Spell Resistance: Yes

                                      A quick jolt of electricity darts from your raised hand. The slight smell of ozone lingers afterward.

                                      You blast an enemy with a scintillating ray of electricity. You must succeed on a ranged touch attack with the ray to strike a target. The target is stunned for 1d4+1 rounds by the ray of electricity. If the subject makes a successful Fortitude save, it is stunned for only 1 round. Creatures that have immunity to electricity are not affected by this spell.

                                      Material Component: A coiled copper wire.

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                                      • halfgiantH
                                        halfgiant PC
                                        last edited by

                                        Power Word Petrify
                                        (Races of the Dragon, p. 116)

                                        Enchantment (Compulsion) [Mind-Affecting]
                                        Level: Sorcerer 8, Wizard 8,
                                        Components: V,
                                        Casting Time: 1 standard action
                                        Range: Close (25 ft. + 5 ft./2 levels)
                                        Target: One living creature with 100 hp or less
                                        Duration: Instantaneous
                                        Saving Throw: None
                                        Spell Resistance: Yes

                                        With a mere word, you turn your target to stone.

                                        You utter a single word of power that instantly causes one creature of your choice to become petrified, whether the creature can hear the word or not. Any creature that currently has 101 or more hit points is unaffected by power word petrify.

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                                        • halfgiantH
                                          halfgiant PC
                                          last edited by

                                          True Casting
                                          (Complete Mage, p. 121)

                                          Divination
                                          Level: Sorcerer 1, Wizard 1, Spellthief 1,
                                          Components: V, S,
                                          Casting Time: 1 standard action
                                          Range: Personal
                                          Target: You
                                          Duration: One spell

                                          You focus your magic deep in your soul until it becomes a torrent that must be unleashed.

                                          Your next single spell (if it is cast before the end of the next round) gains a +10 insight bonus on any caster level check made to overcome spell resistance.

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                                          • halfgiantH
                                            halfgiant PC
                                            last edited by

                                            Wand Modulation
                                            (Complete Scoundrel, p. 105)

                                            Transmutation
                                            Level: Sorcerer 3, Wizard 3, Spellthief 3,
                                            Components: V, S,
                                            Casting Time: 1 swift action
                                            Range: Touch
                                            Target: One touched wand
                                            Duration: 1 minute/level (D)
                                            Saving Throw: Yes (harmless, object)
                                            Spell Resistance: Yes (harmless, object)

                                            Manipulating the very magic that infuses your wand, you alter that energy, opening the magic item to a new power of your choosing.

                                            By casting wand modulation on the target wand you hold, you temporarily alter it to cast a different spell. After casting this spell, the next spell you cast upon the target wand affects the remaining charges, allowing the wand to discharge that spell instead of the one it was created to cast.

                                            The spell cast after wand modulation must be of a lower level than the spell the wand normally casts. Replacement spells cast from the affected wand are cast at the minimum caster level. Each use of an affected wand now expends 2 charges from the wand instead of the usual single charge. If the wand holds insufficient charges to invoke the new spell, it cannot be activated. You can’t use wand modulation to change a wand’s spell to one with a costly material component or focus or with an
                                            XP component, even if the original spell has a similar component or focus.

                                            For example, a 5th-level wizard facing an angry fire elemental wishes to cast magic missile (a 1st-level spell) from his wand of scorching ray (a 2nd-level spell), which happens to have a caster level of 5th. He casts wand modulation and in the following round casts magic missile. The wand can now cast magic missile as a 1st-level caster (the minimum caster level), but each use expends 2 charges. The wizard can now use the wand to cast magic missile for 5 minutes, after which it reverts back to a normal wand of scorching ray.

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