Kargin - Spell Notes
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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: NoThis 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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Energy Siege Shot
School transmutation [variable]; Level sorcerer/wizard 5, summoner 5CASTING
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 sizeDESCRIPTION
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. -
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 dischargedThe 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. -
@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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/slaps forehead… mumbles “Well no putting that genie back in the bottle”
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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 yesDESCRIPTION
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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Spirit of Victory
School: Transmutation; Level: Clr 9, Sor/Wiz 9
Casting Time: 1 standard actionComponents: V, S, F (great wyrm gold dragon heart scale)
Range: Personal
Target: You
Duration: 1 round/levelWith 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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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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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: YesYou 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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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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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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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 gemDuration: 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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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: YesYou 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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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 dischargedThis 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. -
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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Blessing of Fervor
School transmutation; Level cleric/oracle 4CASTING
Casting Time 1 standard action
Components V, S, DFEFFECT
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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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. -
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 minuteWhen 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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Addition
(Alteration)
Sphere: Numbers
Level: 4
Range: 30 yds.
components: V, S, M
CastingTime: 1 rd.
Duration: Special
Area of Effect: Special
Saving Throw: NoneThe 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] -
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: SpecialBy 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]