Kargin - Spell Notes
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Combine
Level 9 [Invocation/Evocation]Range: Range
Duration: Up to 1 turn
Area of Effect: The caster
Components: V, S, M
Casting Time: 9
Saving Throw: NoneCombine allows the caster to meld two other currently memorized spells together so that they can be cast simultaneously with joined effects. The two spells cannot exceed more than seven total spell levels, so a 3rd- and 4th-level spell could be combined, or a 5th- and 2nd-level spell, or any other combination that falls within these limits. The spells remain linked in the caster’s mind for up to one full turn. If the combined form is not cast in this time, the linked spells automatically dissociate from each other, and the combine spell is wasted.
When the paired spells are actually cast, the most restrictive casting time, range, area of effect, etc., are used. For example, if enervation and slow are combined, the joint spell would only affect a single creature, because enervation only strikes one target. The casting time would be 4 and the range would be 10 yards/level due to enervation’s characteristics, but the duration would be based on slow and would only be 3 rounds plus 1 round/level.
The material component is a small pair of golden rings.
[Note: Page 155; Wizards Compendium 1; Needs conversion to 10E]
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you talkin’ bout this ?
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@dwarf said in Kargin - Spell Notes:
you talkin’ bout this ?
Yep that is it, thought it was called summon magic.
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Sphere of Ultimate Destruction
(Unapproachable East)Conjuration (Creation)
Level: Sorcerer 9, Wizard 9,
Components: V, S, M,
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: 2-foot-radius sphere
Duration: 1 round/level (D)
Saving Throw: Fortitude partial (see text)
Spell Resistance: YesYou conjure a featureless black sphere of nothingness that disintegrates almost anything it touches.
It flies at up to 30 feet per round and attacks the creature or object you indicate.
You must succeed at a ranged touch attack to strike a creature with the sphere.
The sphere stops moving for the round when you make an attack on a creature or object.
You must actively direct the sphere on your action to move it to a new target; this requires a move-equivalent action on your part.The sphere winks out if it exceeds the spell’s range. If the sphere ends its movement in a square occupied by a creature or object, the target must succeed at a Fortitude save or be subject to a disintegrate effect. If successful, the creature or object is only partially affected and takes 5d6 points of damage instead. If the sphere is directed to strike an object or part of an object, it disintegrates the 5-foot cube it occupies. The sphere may destroy one creature, object, or 5-foot cube of matter per round, provided it is directed to a suitable target.
The sphere of ultimate destruction counts as a disintegrate spell for the purpose of destroying a wall of force (or any other spell or effect specifically affected by a disintegrate spell).
Material Component: A pinch of dust from a disintegrated creature. -
BLACK BLADE OF DISASTER
Conjuration (Creation)
Level: Sorcerer/wizard 9
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Sword-shaped planar rift
Duration: Concentration, up to
1 round/level
Saving Throw: None
Spell Resistance: YesAs you cast the spell, a large black tear in the universe appears in the form of a crackling ebony sword made of the material of the planes. The blade flies off at your mental command to destroy your foes. You create a black blade-shaped planar rift about 3 feet long. The blade strikes at any creature within its range, as you desire, starting the round you cast the spell. The blade makes a melee touch attack against its designated target once each round. Its attack bonus is equal to your base attack bonus + your Intelligence bonus or your Charisma bonus (for wizards and sorcerers, respectively).
Anything hit by the blade is disintegrated if it fails a Fortitude save, taking 2d6 points of damage per caster level (maximum 40d6), or 5d6 points of damage if the saving throw is successful. The blade can pass through any magical barrier equal to or less than its spell level, but cannot penetrate dead magic areas or an antimagic field. It can harm ethereal and incorporeal creatures as if it were a force effect.
The blade always strikes from your direction. It does not get a flanking bonus or help a combatant get one. If the blade exceeds its range or goes out of your line of sight, the spell ends. You can direct the blade to attack another target as a standard action.
A gate spell can be used to counterspell a black blade of disaster. A dimensional anchor spell cast at the blade dispels it automatically. The blade cannot be harmed by physical attacks, but dispel magic, a sphere of annihilation, or a rod of cancellation can affect it. Its touch attack AC is 13.
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SHIELD OF WARDING
Abjuration [Good]
Level: Cleric 3, paladin 2
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: One shield or buckler
touched
Duration: 1 minute/level
Saving Throw: Will negates (object,
harmless)
Spell Resistance: NoYou press your palm against the shield and speak the words of power. A silver radiance, in the shape of your holy symbol spreads over the shield. The touched shield or buckler grants its wielder a +1 sacred bonus to Armor Class and on Reflex saves, +1 per five caster levels (maximum +5 at 20th level). The bonus applies only when the shield is worn or carried normally (but not, for instance, if it is slung over the shoulder).
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Reality Maelstrom
Evocation
Level: Sorcerer/wizard 9
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Area: 20-ft.-radius emanation centered on a point in space, and 40-ft.-radius emanation centered on the same point; see text
Duration: 1 round
Saving Throw: Will negates, Reflex negates; see text
Spell Resistance: YesA lightning strike and a tearing sound as loud as thunder fills the area as a hole in space opens. Wind rushes into the void, and objects nearby lift into the air as everything is drawn inexorably toward the rip in reality.
You tear a temporary hole in reality itself that sucks all loose material and living creatures into it, sending them to a random plane (see sidebar). Everything sucked into the reality maelstrom goes to the same plane.
Reality maelstrom has a primary area and a secondary area. The primary area is the hole itself: a sphere with a 20-foot radius centered on the spell’s point of origin. Within that area, all unattended objects weighing 100 pounds or less are sucked into the maelstrom, as are all individuals who fail a Will saving throw.
The rip also creates a windstorm of air that affects objects and creatures in the secondary area of the spell. The secondary area is all the space farther than 20 feet from the spell’s point of origin but not farther than 40 feet away. All unattended objects within the secondary area that weigh 50 pounds or less are drawn into the primary area of the maelstrom. Individuals within the secondary area must make a Reflex saving throw. Those who fail are sucked into the primary area and must then make a Will saving throw to avoid being drawn into the maelstrom. Individuals who succeed on either saving throw can move and attack as normal.
A reality maelstrom is a one-way portal, so nothing ever emerges from the hole the spell makes.
Material Component: A golden hoop no less than 1 inch across.
SpC
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Death Ward, Mass
(Spell Compendium, p. 61)Necromancy
Level: Cleric 8, Druid 9,
Components: V, S, DF,
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature/level, no two of which are more than 30 ft. apartSensing the spark of life in your allies through your magic, you bolster that spark and protect it from harm.
This spell functions like death ward (PH 217), except as noted above
Death Ward
Necromancy
Level: Clr 4, Death 4, Drd 5, Pal 4
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Target: Living creature touched
Duration: 1 min./level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)The subject is immune to all death spells, magical death effects, energy drain, and any negative energy effects.
This spell doesn’t remove negative levels that the subject has already gained, nor does it affect the saving throw necessary 24 hours after gaining a negative level.
Death ward does not protect against other sorts of attacks even if those attacks might be lethal.
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Wail Of The Banshee
Necromancy [Death, Sonic]
Level: Death 9, Sor/Wiz 9
Components: V
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Area: One living creature/level within a 40-ft.-radius spread
Duration: Instantaneous
Saving Throw: Fortitude negates
Spell Resistance: YesYou emit a terrible scream that kills creatures that hear it (except for yourself).
Creatures closest to the point of origin are affected first.
SRD
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Masterwork Transformation
School transmutation; Level bard 2, cleric/oracle 2, druid 2, sorcerer/wizard 2, witch 2; Subdomain greed 2; Elemental School void 2CASTING
Casting Time 1 hour
Components V, S, M (see below)EFFECT
Range touch
Target one weapon, suit of armor, shield, tool, or skill kit touched
Duration instantaneous
Saving Throw none; Spell Resistance noDESCRIPTION
You convert a non-masterwork item into its masterwork equivalent. A normal sword becomes a masterwork sword, a suit of leather armor becomes a masterwork suit of leather armor, a set of thieves’ tools becomes masterwork thieves’ tools, and so on. If the target object has no masterwork equivalent, the spell has no effect. You can affect 50 pieces of ammunition as if they were one weapon. You decide if the object’s appearance changes to reflect this improved quality.
The material component for the spell is magical reagents worth the cost difference between a normal item and the equivalent masterwork item (typically 300 gp for a weapon, 150 gp for armor, or 50 gp for a tool). If an object has multiple masterwork options (such as a double weapon, or a spiked shield that could be made masterwork as a weapon or armor), you choose one option of the object to affect (though you can cast the spell again to affect another option).
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Gravity Bow
School transmutation; Level ranger 1, sorcerer/wizard 1; Elemental School metal 1, void 1CASTING
Casting Time 1 standard action
Components V, SEFFECT
Range personal
Targets you
Duration 1 minute/level (D)DESCRIPTION
Gravity bow significantly increases the weight and density of arrows or bolts fired from your bow or crossbow the instant before they strike their target and then return them to normal a few moments later. Any arrow fired from a bow or crossbow you are carrying when the spell is cast deals damage as if one size larger than it actually is. For instance, an arrow fired from a Medium longbow normally deals 1d8 points of damage, but it would instead deal 2d6 points of damage if fired from a gravity bow (see table on this page for associated increase/decrease in damage due to size change). Only you can benefit from this spell. If anyone else uses your bow to make an attack the arrows deal damage as normal for their size.
Table: Weapon Damage Size Conversion
Tiny Weapon Damage Small Weapon Damage Medium Weapon Damage Large Weapon Damage Huge Weapon Damage — 1 1d2 1d3 1d4 1 1d2 1d3 1d4 1d6 1d2 1d3 1d4 1d6 1d8 1d3 1d4 1d6 1d8 2d6 1d4 1d6 1d8 2d6 3d6 1d6 1d8 1d10 2d8 3d8 1d8 1d10 1d12 3d6 4d6 1d4 1d6 2d4 2d6 3d6 1d8 1d10 2d6 3d6 4d6 1d10 2d6 2d8 3d8 4d8 2d6 2d8 2d10 4d8 6d8 -
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]