Kargin - Spell Notes
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Invoke Magic
(Lords of Madness)Evocation
Level: Sorcerer 9, Wizard 9,
Components: V, S, M,
Casting Time: 1 swift action
Range: Personal
Target: You
Duration: 1 roundYou cause a flicker of magic to momentarily exist in a place where magic cannot normally function, such as within the area of an antimagic field, a dead magic area, or a null-magic plane.
This allows you the ability to cast a single spell of 4th level or lower, which then ends the spell’s effect.
Casting invoke magic is a swift action, like casting a quickened spell.
You can perform only one swift action each round.
Normally, you cast invoke magic and then immediately follow it by casting another spell as a standard action.
Material Component: A diamond worth at least 1,000 gp. -
Extended Charge
Transmutation
Level: Sor/Wiz 3
Components: V, S,M
Casting Time: Standard action
Range: Touch
Target: One magic item
Duration: 1 round/2 levels (D)
Saving Throw: None
Spell Resistance: NoWhen cast on a wand, this spell lets the item be used throughout the duration without expending any changes (no more than once per round).
Material Component: A liquid mixture of water and powdered
silver worth 50 gp[Reference: The Complete book of Eldritch Might; Page 123; Sword & Sorcery]
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Piercing Immunities
Sneak attack Constructs (for 1 round):
Golem Strike spell (Spell Compendium, pages 106-107)Sneak attack Undead (for 1 round):
Grave Strike spell (Spell Compendium, page 107)Sneak attack Plants (for 1 round):
Vine Strike spell (Spell Compendium, page 230) -
End to Strife
(Book of Exalted Deeds)Enchantment (Compulsion) [Mind-Affecting]
Level: Apostle of Peace 9, Cleric 9,
Components: V, S, DF,
Casting Time: 1 standard action
Range: 80 ft.
Area: 80-ft.-radius emanation, centered on you
Duration: 1 round/level
Saving Throw: None
Spell Resistance: YesThis spell creates an invisible aura of divine power around the caster.
All intelligent creatures within the spell’s area suddenly become aware that any hostile actions they take will be met with dire consequences.
Any creature in the spell’s area that makes an attack takes 20d6 points of damage.
The caster decides whether the spell deals lethal or nonlethal damage but cannot change her mind once the spell is cast.
Creatures with multiple attacks take the damage after every attack they make.
Targets outside the area of the spell may freely attack creatures in the area without taking damage from this spell. -
Elemental Swarm
(Player’s Handbook v.3.5, p. 226)Conjuration (Summoning) [see text]
Level: Druid 9, Warmage 9, Air 9, Earth 9, Fire 9, Water 9, Ocean 9, Dwarf 9,
Components: V, S,
Casting Time: 10 minutes
Range: Medium (100 ft. + 10 ft./level)
Effect: Two or more summoned creatures, no two of which can be more than 30 ft. apart
Duration: 10 min./level (D)
Saving Throw: None
Spell Resistance: NoThis spell opens a portal to an Elemental Plane and summons elementals from it. A druid can choose the plane (Air, Earth, Fire, or Water); a cleric opens a portal to the plane matching his domain.
When the spell is complete, 2d4 Large elementals appear. Ten minutes later, 1d4 Huge elementals appear. Ten minutes after that, one greater elemental appears. Each elemental has maximum hit points per HD. Once these creatures appear, they serve you for the duration of the spell.
The elementals obey you explicitly and never attack you, even if someone else manages to gain control over them. You do not need to concentrate to maintain control over the elementals. You can dismiss them singly or in groups at any time.
When you use a summoning spell to summon an air, earth, fire, or water creature, it is a spell of that type. For example, elemental swarm is a fire spell when you cast it to summon fire elementals and a water spell when you use it to summon water elementals.
Special
When casting elemental swarm as an Air Domain spell, only Air elementals may be summoned.
When casting elemental swarm as an Earth or Dwarf Domain spell, only Earth elementals may be summoned.
When casting elemental swarm as a Fire Domain spell, only Fire elementals may be summoned.
When casting elemental swarm as a Water or Ocean Domain spell, only Water elementals may be summoned. -
Chronomancer, Page 54 - 2nd Edition AD&D
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Yep, Yep, Yep… i know an Alchemist that specializes in non-voluntary touching, who might be able to help us.
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Mirror Move
Transmutation
Level: Brd 2, Sor/Wiz 2
Components: V, S, M
Casting Time: 1 action
Range: Personal
Target: You
Duration: 1 minute/levelMirror move allows you to reproduce any general feat with an obvious physical effect that you observed another perform within the past 10 rounds, providing you meet the prerequisites for that feat.
For example, Mialee is proficient with the shortbow but does not possess the Point Blank Shot feat. However, she can watch Soveliss perform the feat, then, using mirror move, she can mimic his Point Blank Shot feat to better attack an orc advancing on her. When the spell dissipates, Mialee can no longer access this feat (unless she later acquires it herself or recasts mirror move for the same effect).
With a single casting, you may mirror move a number of feats equal to your Intelligence bonus, but always at least one. That is, a caster with an Intelligence of 10 can mirror one feat, while a caster with 18 Intelligence can mirror up to four feats with a single use of the spell. The effects of multiple castings of mirror move do not stack. Each new casting wipes out the previous one.
You can mirror move the following feats:You can mirror move the following feats:
Ambidexterity
Combat Casting
Combat Reflexes
Dodge
Mobility
Spring Attack
Exotic Weapon Proficiency
Expertise
Improved Disarm
Improved Trip
Whirlwind Attack
Improved Critical
Improved Initiative
Improved Unarmed Strike
Deflect Arrows
Stunning Fist
Lightning Reflexes
Martial Weapon Proficiency
Mounted Combat
Mounted Archery
Trample
Ride-By Attack
Spirited Charge
Point Blank Shot
Far Shot
Precise Shot
Rapid Shot
Shot on the Run
Power Attack
Cleave
Improved Bull Rush
Sunder
Great Cleave
Quick Draw
Run
Shield Proficiency
Simple Weapon Proficiency
Two-Weapon Fighting
Improved Two-Weapon Fighting
Weapon Finesse
Weapon FocusThe DM may allow mirroring of feats from sources other than the Player’s Handbook, as long as they are feats with observable physical effects.
Spellcasters who do not meet the prerequisite(s) for the feat they wish to mirror can sometimes find clever ways around this limitation. For example, Mialee has the Improved Unarmed Strike feat but a Dexterity of only 11. She casts cat’s grace on herself, receiving 2 additional Dexterity points for a 13 Dexterity. She then casts mirror move, adopting Ember’s Deflect Arrows feat. When mirror move dissipates, Mialee retains her heightened Dexterity until her cat’s grace spell ends but she loses access to Deflect Arrows. If she somehow lost the effects of cat’s grace before the end of mirror move’s duration, she would lose access to the Deflect Arrows feat.
One interesting note about mirror move is that the spell conveys all the nuances of the mirrored character’s style. Using the previous example, Mialee not only gains the ability to Deflect Arrows but the arcane power results in her deflecting arrows exactly as Ember would do it. Although Ember may not be with Mialee when she cast the mirror move spell, anyone familiar with Ember’s style (for instance, a lifelong enemy or former trainer) may recognize that Mialee’s arrow deflection is actually borrowed from Ember. Anyone familiar with Ember’s defensive style should be allowed a Spot check (DC 15) to recognize the similarities.It’s worth noting that Item Creation Feats and Special Feats can not be duplicated by mirror move. Likewise, Metamagic Feats are too subtle and/or complex to be mirrored.
Material Component: Any reflective surface, including highly polished shields or armor and even surfaces of water, can be used for this spell. Many spellcasters carry small mirrors with them for material components.
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Spell Enhancer
(Player’s Guide to Faerûn)Transmutation
Level: Sorcerer 4, Wizard 4,
Components: V,
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 roundThis spell enhances the next spell you cast, making it more difficult for targets to resist.
After you cast this spell, you can cast another in the same round (as if it had been quickened) at +2 caster level. -
Mystic Surge
(Player’s Handbook II)Universal
Level: Sorcerer 4, Wizard 4,
Components: V,
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: 1 round
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)You utter a phrase, and magical power begins to swell within you.
The subject of mystic surge is able to channel a greater amount of magical energy into the next spell it casts before this spell’s duration expires.
That spell’s save DC increases by 2, and its effective caster level increases by 1.