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    Kargin - Spell Notes

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    • halfgiantH
      halfgiant PC
      last edited by

      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: No

      When 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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      • halfgiantH
        halfgiant PC
        last edited by

        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)

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        • halfgiantH
          halfgiant PC
          last edited by

          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: Yes

          This 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.

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          • halfgiantH
            halfgiant PC
            last edited by

            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: No

            This 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.

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            • halfgiantH
              halfgiant PC
              last edited by

              Screen Shot 2020-06-14 at 12.42.05 PM.png

              Chronomancer, Page 54 - 2nd Edition AD&D

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              • daermadmD
                daermadm DM
                last edited by

                294c5499-10b8-4483-a5fe-224d4ff80ac7-image.png

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                • halfgiantH
                  halfgiant PC
                  last edited by

                  Yep, Yep, Yep… i know an Alchemist that specializes in non-voluntary touching, who might be able to help us.

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                  • halfgiantH
                    halfgiant PC
                    last edited by halfgiant

                    Mirror Move

                    Transmutation
                    
Level: Brd 2, Sor/Wiz 2

                    Components: V, S, M

                    Casting Time: 1 action
                    
Range: Personal
                    
Target: You
                    
Duration: 1 minute/level

                    Mirror 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 Focus

                    The 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.

                    http://www.wizards.com/dnd/article.asp?x=dnd/sb/sb20000901a

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                    • halfgiantH
                      halfgiant PC
                      last edited by halfgiant

                      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 round

                      This 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.

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                      • halfgiantH
                        halfgiant PC
                        last edited by

                        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.

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