| | Spells of Faerun | |
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The DM Admin

Posts : 231 Join date : 2011-09-26
 | Subject: Spells of Faerun Thu Oct 27, 2011 11:36 pm | |
| Here I will present new spells, unique to Faerun. | |
|  | | The DM Admin

Posts : 231 Join date : 2011-09-26
 | Subject: Cloak of dark power Tue 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. | |
|  | | The DM Admin

Posts : 231 Join date : 2011-09-26
 | Subject: Flashburst Tue 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. | |
|  | | The DM Admin

Posts : 231 Join date : 2011-09-26
 | Subject: Gate Seal Tue 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. | |
|  | | The DM Admin

Posts : 231 Join date : 2011-09-26
 | Subject: Lesser Ironguard Tue 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 | |
|  | | The DM Admin

Posts : 231 Join date : 2011-09-26
 | Subject: Blindsight Tue 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. | |
|  | | The DM Admin

Posts : 231 Join date : 2011-09-26
 | Subject: Burrow Tue 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 | |
|  | | The DM Admin

Posts : 231 Join date : 2011-09-26
 | Subject: Portal View Tue 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.
Last edited by The DM on Tue Nov 08, 2011 6:06 pm; edited 2 times in total | |
|  | | The DM Admin

Posts : 231 Join date : 2011-09-26
 | Subject: Reflective disguise Tue 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 | |
|  | | The DM Admin

Posts : 231 Join date : 2011-09-26
 | Subject: Mass Reflective Disguise Tue 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.
Last edited by The DM on Tue Nov 08, 2011 6:07 pm; edited 2 times in total | |
|  | | The DM Admin

Posts : 231 Join date : 2011-09-26
 | Subject: Tremorsense Tue 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 | |
|  | | The DM Admin

Posts : 231 Join date : 2011-09-26
 | Subject: Viscid Glob Tue 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. | |
|  | | The DM Admin

Posts : 231 Join date : 2011-09-26
 | Subject: Re: Spells of Faerun Mon 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 | |
|  | | The DM Admin

Posts : 231 Join date : 2011-09-26
 | Subject: Re: Spells of Faerun Mon 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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