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 Spells of Faerun

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PostSubject: Spells of Faerun   Spells of Faerun EmptyThu Oct 27, 2011 11:36 pm

Here I will present new spells, unique to Faerun.
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PostSubject: Cloak of dark power   Spells of Faerun EmptyTue Nov 08, 2011 5:39 pm

CLOAK OF DARK POWER
Abjuration
Level: Drow 1
Components: V, S
Casting Time: 1 action
Range: Touch
Target: Creature touched
Duration: 1 minute/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
Cloak of dark power creates a dusky haze around the subject. The haze
does not interfere with vision, but the subject and anything she w:ears or
carries is protected from the effects of full sunlight, even under the
open, daytime sky of the surface world. A drow subject suffers no blindness
or bright light combat penalties while under the effects of a cloak
of dark power.
The subject also gains a +4 resistance bonus on saves against light
or darkness spells or effects.
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PostSubject: Flashburst   Spells of Faerun EmptyTue Nov 08, 2011 5:40 pm

FLASHBURST
Evocation [Fire]
Level: Hth 3, Sor/Wiz 3
Components: V, S, M/DF
Casting Time: 1 action
Range: Long (400 ft. + 40 ft/level)
Area: A 20-ft.-radius burst
Duration: Instantaneous (see text)
Saving Throw: Will partial
Spell Resistance: Yes
Flashburst creates a blinding, dazzling flash of light. Sighted creatures
within the area are automatically dazzled for 1 round (-1
penalty on attack rolls), and possibly blinded for 2d8 rounds (Will
negates). Creatures outside the area, but within 120 feet of the burst,
can be blinded if they have line of sight to the burst (Will negates).
The spell does not dazzle creatures outside the burst area.
In addition to the obvious effects, a blinded character suffers a 50%
miss chance in combat (all opponents have full concealment), loses
any Dexterity bonus to AC, grants a +2 bonus on attackers' attack
rolls (they are effectively invisible), moves at half speed, and suffers
a -4 penalty on most Strength- and Dexterity-based skill checks.
Arcane Material Component: A pinch of sulfur or phosphorus.
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PostSubject: Gate Seal   Spells of Faerun EmptyTue Nov 08, 2011 5:41 pm

GATE SEAL
Abjuration
Level: Brd 6, Clr 6, Drd 6, Sor/Wiz 6
Components: V, S, M
Casting Time: 1 action
Range: Close (25 ft. + 5 ft/2 levels)
Target: One gate or portal
Duration: Permanent
Saving Throw: None
Spell Resistance: No
You permanently seal a gate or portal. Gate seal prevents any activation
of the gate or portal, though the seal may be negated by a successful
dispel magic cast upon the spell. A knock spell does not
function on the gate seat, but a chime of opening dispels the spell.
Material Component: A silver bar worth 50 gp.
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PostSubject: Lesser Ironguard   Spells of Faerun EmptyTue Nov 08, 2011 5:42 pm

LESSER IRONGUARD
Abjuration
Level: Sor/Wiz 6, Magus 6
Components: V, S, M
Casting Time: 1 action
Range: Touch
Target: Creature touched
Duration: 1 round/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

You or a creature you touch becomes immune to nonmagical metal.
Metal items (including metal weapons) simply pass through you, and
you can walk through metal barriers such as iron bars. Magic metal
affects you normally, as do spells, spell-like abilities, and supernatural
effects. Attacks delivered by metal items (such as poison on a
dagger) affect you normally. If the spell expires while metal is inside
you, the metal object is shunted out of your body (or you away from
the metal, if it is an immovable object such as a set of iron bars). You
and the object each take 1d6 points of damage as a result (ignoring
the object's hardness for determining damage to it).
Because you pass through metal, you may ignore armor bonuses
from metal armor on opponents you attack with unarmed attacks.
Material Component: A tiny shield of wood, glass, or crystal.


Last edited by The DM on Tue Nov 08, 2011 6:06 pm; edited 1 time in total
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PostSubject: Blindsight   Spells of Faerun EmptyTue Nov 08, 2011 5:48 pm

BLINDSIGHT
Transmutation
Level: Cleric 6, druid 5, sorcerer/wizard 6
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 minute/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

This spell grants the subject the blindsight
ability to a range of 30 feet.
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PostSubject: Burrow   Spells of Faerun EmptyTue Nov 08, 2011 5:50 pm

BURROW
Transmutation
Level: druid 4, Harper scout 3, prime Underdark guide 2, ranger 3, sorcerer/wizard 5
Components: V, S, F/DF
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 minute/level (D)
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

The subject’s hands sprout claws as hard as stone. It can use these claws to burrow through earth, sand, clay, and gravel (but not solid rock), excavating with enough speed to move through the earth at a speed of 10 feet, much like a badger. The subject can use the claws as weapons that deal 1d6 points of damage. If its normal unarmed damage is greater than 1d6, the damage does not change. The subject is considered armed while this spell is in effect.

Arcane Focus: A claw from a burrowing creature.


Last edited by The DM on Tue Nov 08, 2011 5:57 pm; edited 1 time in total
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PostSubject: Portal View   Spells of Faerun EmptyTue Nov 08, 2011 5:52 pm

PORTAL VIEW
Divination (Scrying)
Level: Bard 4 , sorcerer/ wizard 4, Inquisitor 4
Components: V, S, F/DF
Casting Time: 10 minutes
Range: Close (25 ft. + 5 ft./2 levels)
Target: One portal
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: No
Portal view makes a portal transparent from your side only for the duration of the spell. It does not actually open the portal, so no line of effect is established, but it does enable line of sight. Portal view does not reveal any of the portal's special properties (such as one-way or creature-only); it only allows creature on your side to view the portal’s destination.

Arcane Focus: A glass eye.


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PostSubject: Reflective disguise   Spells of Faerun EmptyTue Nov 08, 2011 5:52 pm

REFLECTIVE DISGUISE
Illusion (Glamer)
Level: Bard 2, prime Underdark guide 2, sorcerer/wizard 2, Inquisitor 2
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 10 minutes/level
A reflective disguise spell causes any intelligent creature viewing you to perceive you as the same species and gender as itself, provided that its size category is no more than one away from your own.

The viewer sees your clothing and equipment as they would normally appear; the spell changes only perceptions of race and gender. Reflective disguise does not give you any knowledge of the abilities or mannerisms of the reflected form, nor does it alter the perceived tactile (touch), audible (sound), or olfactory (smell) properties of you or your equipment. A creature that interacts with the glamer gets a Will save to recognize it as an illusion. For example, a creature that touched you and realized that the tactile sensation did not match the visual one would be entitled to such a save. A creature with the scent ability automatically gets a Will save if you are within its scent range. Spell resistance also applies to this effect.


Last edited by The DM on Tue Nov 08, 2011 6:07 pm; edited 2 times in total
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PostSubject: Mass Reflective Disguise   Spells of Faerun EmptyTue Nov 08, 2011 5:53 pm

REFLECTIVE DISGUISE, MASS
Illusion (Glamer)
Level: Bard 5, prime Underdark guide 4, sorcerer/wizard 6, Inquisitor 4
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: One person/2 levels, no two of
which can be more than 30 ft. apart
Duration: 12 hours (D)
Saving Throw: Will negates
Spell Resistance: Yes

This spell functions like reflective disguise, except you can change the appearance of other creatures as well. Affected creatures resume their normal appearances if slain. An unwilling target can negate the spell’s effect on itself by making a successful Will save or with spell resistance.


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PostSubject: Tremorsense   Spells of Faerun EmptyTue Nov 08, 2011 5:54 pm

TREMORSENSE
Transmutation
Level: Harper scout 4, ranger 4, sorcerer/ wizard 5
Components: V, S, F/DF
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 10 minutes/level (D)
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
You can automatically pinpoint the location of any object or creature within 30 feet that is in contact with the ground.

Arcane Focus: A fleck of skin from a creature that has tremorsense.


Last edited by The DM on Tue Nov 08, 2011 6:02 pm; edited 1 time in total
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PostSubject: Viscid Glob   Spells of Faerun EmptyTue Nov 08, 2011 5:56 pm

VISCID GLOB
Conjuration
Level: Sorcerer/wizard 4
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: One creature
Duration: 1 hour/level
Saving Throw: Reflex negates
Spell Resistance: Yes

You conjure a 5-foot-diameter glob of incredibly sticky, greenish-gray goo and send it streaking toward the target creature.

Make a ranged touch attack against the target. If you miss, the glob may strike a nearby square or creature. Roll 1d8 to determine its direction: 1 is backward toward you, and 2 through 8 are compass points determined by counting squares clockwise around the target square. Once you have established the direction of the miss, roll 1d4 to determine the number of squares away from the target square that the glob lands. A Medium or smaller creature struck by the glob must make a successful Reflex save or be instantly stuck in place. A stuck creature can speak but is otherwise limitedto purely mental actions (such as casting spells with no somatic or material components) and attempts to free itself by means of a Strength check or Escape Artist check (DC 15 + caster level for either) made as a full-round action. A Large or larger creature stuck in the goo can’t move from the spot where it is glued, but it can otherwise act normally. The glob dissipates when the spell duration expires. Until then, it remains sticky, and any creature touching it (for example, a creature attempting to pull out an ally) must make a successful Reflex save or become stuck itself. A creature stuck by such secondary contact is not trapped as thoroughly as a creature targeted by the glob, however, so the DC for the Strength or Escape Artist check required to get free is reduced by 5.

Material Component: A tiny ball of spider silk.
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PostSubject: Re: Spells of Faerun   Spells of Faerun EmptyMon Apr 23, 2012 2:09 pm

LOWER SPELL RESISTANCE
Transmutation
Level: Drow 3, Sorcerer/Wizard 3, Witch 3, Magus 3
Components: V, S
Casting Time: 1 standard action
Range: Close (25ft+5ft/2 levels)
Target: One Creature
Duration 1 round/level
Saving Throw: Will negates
Spell resistance: No

You temporarily alter the target's anatomy in a subtle fashion such that you lower the target's spell resistance by 4. This has no effect on creatures which have unbeatable spell resistance, such as golems.


Last edited by The DM on Tue Apr 24, 2012 3:53 pm; edited 2 times in total
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PostSubject: Re: Spells of Faerun   Spells of Faerun EmptyMon Apr 23, 2012 2:15 pm

ASSAY RESISTANCE
Divination
Level: Sorcerer/Wizard 6, Witch 6, Inquisitor 6
Components: V, S, F
Casting time: 1 standard action
Range: Medium (100ft+10ft/level)
Target: One Creature
Duration 1 round/level
Saving Throw: none
Spell resistance: No

You gain mystical insight into the mystic defenses of the target, giving you a +10 on caster level checks to penetrate its spell resistance for the duration. This insight applies only to you, and not any spells cast by others to penetrate its resistances. This spell has no effect on creatures with unbeatable spell resistance, such as golems.

Focus: A cut diamond monocle or eyeglass worth 5,000 gold pieces.
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