Spellpack Update D

Manifest Life, Manifest Death from Forge of War

Bestow Greater Curse
Transmutation
Level: Bard 6, Cleric 7, Sorcerer/Wizard 8
Components: V,S
Range: Touch
Target: Creature touched
Duration: Permanent
Saving Throw: Will negates
Spell Resistance: Yes

The caster places a curse on the creature touched with the following effect: -8 penalty on attack rolls, saving throws, and skill checks.

<i>Channeling your hatred into binding words of power, you thrust your hand at your foe and proclaim a terrible curse.</i>

***

Flesh Ripper
Evocation (Evil)
Level: Cleric 3
Components: V,S
Range: Medium
Target: One living creature
Saving Throw: None
Spell Resistance: Yes

The caster evokes pure evil power in the form of a black claw that flies at the target. If a ranged touch attack roll succeeds, the claw deals 1d8 points of magic damage per caster level (maximum 10d8). On a critical hit, in addition to dealing double damage, the wound bleeds for 1 point of damage per round until it is magically healed.

This spell gains the benefit of sneak attack when appropriate.

***

Embrace the Wild
Transmutation
Level: Druid 2, Ranger 1
Components: V
Range: Personal
Target: Self
Duration: 10 minutes/level

Upon casting the spell, you gain the senses of animal creatures. You gain low-light vision and blind-fighting. You also gain a +2 bonus on Listen and Spot checks.

<i>While picturing a certain kind of animal in your mind, you cry out in imitation of its most common call. Immediately thereafter, you perceive your surroundings as the animal you imagined would.</i>

***

Energy Spheres
Evocation (Acid, Cold, Electricity, Fire, Sonic)
Level: Sorcerer/Wizard 4
Components: V, S
Range: Medium
Target: One creature
Duration: Instant
Saving Throw: Reflex half
Spell Resistance: Yes

You create a circle of five colored spheres corresponding to one of the five types of energy. Each sphere deals 5 points of energy damage per five caster levels (maximum 20 points of damage). The subject can make a Reflex save for half damage against each sphere. Only one spell resistance check is made for the spheres as success or failure applies to all of the spheres.

<i>You toss each of the marbles into the air, making the incantation as you do so. Each marble turns a different color - pale green, white, blue, red, and violet - and settles into orbit around your hand.</i>

***

Dragonskin
Transmutation
Level: Sorcerer/Wizard 3
Components: S
Range: Personal
Target: Self
Duration: 10 minutes/level

Your skin toughens and becomes scaly like that of a chromatic dragon, of a color that you select. You gain an enhancement bonus to natural armor equal to +1 per two caster levels (to a maximum of +5 at 10th level), as well as energy resistance 10 against the chosen energy type (fire, acid, electricity, or cold). Your energy resistance increases to 20 at caster level 10.

<i>You say nothing, but make the motions in the prescribed pattern and hold the dragon's scale aloft. Your flesh erupts with hard, colorful scales.</i>

***

Favor of the Martyr
Necromancy
Level: Paladin 4
Components: V, S
Range: Long
Target: One creature
Duration: 1 minute/level

The subject gains immunity to charm and compulsion effects. It is also immune to effects that would cause it to be dazed, exhausted, fatigued, nauseated, sickened, or stunned. In addition to these effects, the subject gains the benefit of the Toughness feat for the duration of the spell.

<i>Calling upon the saints of your order, you imbue the person in need with the power to resist the dire forces arrayed against you.</i>

***

Junglerazer
Necromancy
Level: Druid 2, Sorcerer/Wizard 3
Components: V, S
Area: 120-ft. line
Duration: Instant
Saving Throw: Reflex half
Spell Resistance: Yes

Fey, vermin, plant creatures, and animals caught in the area take 1d10 points of negative energy damage per caster level (maximum 10d10).

<i>Invisible destructive energy springs silently forth from you, instantly destroying all natural life in the area and leaving a pile of ash in its wake.</i>

*
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Deadfall
Conjuration
Level: Druid 8
Components: V,S
Range: Long
Area: 20-ft. radius burst
Duration: Instant
Saving Throw: Reflex partial
Spell Resistance: No

Deadfall creates a tangled mass of huge branches, logs, and fallen trees on the ground. The deadfall immediately collapses in on itself with terrific force and noise. Creatures in the area take 1d6 points of magic damage per caster level (maximum 20d6). In addition, creatures in the area must succeed on a Reflex save or be knocked prone.

<i>With the final word of the spell you call into being a huge tower of logs and branches. It collapses to the ground with a roar, crushing creatures beneath its weight.</i>

***

Glorious Master of the Elements
Evocation (Acid, Cold, Electricity, Fire)
Level: Sorcerer/Wizard 7
Components: None
Range: Close
Target: One creature
Duration: 5 rounds
Saving Throw: None
Spell Resistance: Yes

This spell allows you to channel the awesome energy of the primal elements. For the duration of the spell, you can make a ranged touch attack each round. If successful, you deal 1d6 points of energy damage per two caster levels (maximum 10d6). Before making the attack, select the energy type from among acid, cold, electricity, and fire.

Additionally, each time you successfully make an attack on a target using this spell, you gain a cumulative +2 bonus on the damage roll for each subsequent attack on the same target.

Special: If you have the Dragonblood feat, your ranged touch attacks from this spell instead deal 1d8 points of damage per two caster levels (maximum 10d8).

Sneak Attack

<i>A surge of arcane energy explodes from your fingertips, sending white, red, and yellow jolts lancing outward.</i>

***

Haze of Smoldering Stone
Evocation (Fire)
Level: Druid 7, Sorcerer/Wizard 6
Components: V,S
Area: 60 ft. cone
Duration: Instant
Saving Throw: Reflex half
Spell Resistance: Yes

This spell projects hundreds of tiny, burning volcanic rocks outward from your body, dealing 4d6 points of bludgeoning damage and 8d6 points of fire damage.

If you cast haze of smoldering stone again within 6 seconds, the second casting deals 5d6 points of bludgeoning damage and 10d6 points of fire damage.

<i>Glowing embers swirl around your body, then fly outward to pummel nearby foes with searing volcanic rock.</i>

***

Soul of Shadow
Transmutation (Evil)
Level: Blackguard 2, Cleric 3
Components: V,S
Range: Personal
Target: Self
Duration: 1 hour

This spell infuses your body with energy drawn from the Negative Energy Plane, making it easer to cause injuries. Whenever you cast an inflict wounds spell, you are deal a number of extra points damage equal to twice the spell's level. If such a spell deals at least 10 points of damage, it also removes the fatigued condition (or reduces exhaustion to fatigue) from you.

<i>Flecks of darkness whirl in your eyes, and your shadow seems to grow and writhe, echoing darkness within you.</i>

***

Undying Vigor of the Dragonlords
Conjuration (Healing)
Level: Sorcerer/Wizard 5
Components: V
Range: Personal
Target: Self
Duration: Instant

This spell converts arcane spell energy into pure draconic life energy, guiding it to repair damage to your body. You immediately heal 5d6 points of damage.

Special: If you have the dragonblood feat, this spell heals 5d6 + 5 points of damage.

<i>A golden ray of light erupts from the ground beneath you, bathing you in a column of healing illumination that dances with yellow flecks.</i>

***

(Needs Finished) - SC Description?

Nightstalker's Transformation
Transmutation
Level: Sorcerer/Wizard 5
Components: V,S
Range: Personal
Target: Self
Duration: 1 round/level

You become a stealthy and dangerous combatant. Your mind-set changes so that you relish stealth, deception, and surprise attacks over magical assaults.

You gain a +4 enhance bonus to Dexterity, a +3 Dodge AC bonus, a +5 bonus on Reflex saving throws, and a +5 bonus on Spot, Listen, Hide, and Move Silently checks. You also gain proficiency with all simple and rogue weapons, the Weapon Finesse feat, three additional dice of sneak attack, and the evasion ability.

You suffer a 100% spell failure rate with all spells for the duration of the spell.

***

(Needs Finished) - SC Description?

Shadow Form
Illusion (Shadow)
Level: Assassin 4, Sorcerer/Wizard 5
Components: V,S
Range: Personal
Target: Self
Duration: 1 minute/level

You call forth the power of shadow, enveloping yourself in a clinging, concealing shroud of darkness. While this spell is in effect, you gain a number of benefits. The shadows wrapping your form grant you a +4 bonus on the Hide, Move Silently, and Tumble skills. Your shadowing form also provides you with 20% concealment.

***

(Needs Finished) - SC Description?

Tactical Precision
Divination
Level: Bard 2
Components: V,S
Area: 30 ft burst
Duration: 1 round/level

When you cast this spell, you grant your allies greater insight into one another's actions, allowing them to better coordinate their attacks. Each ally gains the feat xxx and one additional die of sneak attack.

(Needs Finished)

***

(Needs Finished) - SC Description?

Stormrage
Transmutation (Electricity)
Level: Druid 8
Components: V,S
Range: Medium
Target: One creature
Duration: 1 minute/level

You harness the powers of wind and storm to protect yourself and attack. You become immune to ranged weapons for the duration of the spell.

You launch a bolt of electricity that deals 1d6 points of electrical damage per caster level (20d6 maximum) which requires a ranged touch attack.

Sneak Attack

***

(Needs Finished) - SC Description?

Wave of Grief
Enchantment (Evil, Mind-Affecting)
Level: Bard 2, Blackguard 2, Cleric 2
Components: S
Area: 60' cone
Duration: 1 round/level
Saving Throw: Will negates
Spell Resistance: Yes

All within the cone when the spell is cast are overcome with sorrow and grief. They suffer a -3 penalty on all attack rolls, saving throws, and skill checks.

***

(Needs Finished) - SC Description?

Wrack
Necromancy (Evil)
Level: Cleric 3, Sorcerer/Wizard 4
Components: V,S
Range: Medium
Target: One creature
Duration: 1 round/level
Saving Throw: Fortitude negates
Spell Resistance: Yes

The subject of the spellcaster's choosing is wracked with such pain that he doubles over and collapses. His face and hands blister and drip fluid, and the eyes cloud with blood, rendering him blind. For the duration of the spell, the subject is considered helpless and cannot take actions.

Even when the spell ends, the subject is still visibly shaken and suffers a -2 penalty on attack rolls, saves, and skill checks for 3d10 minutes.

***

Halaster's Blacksphere
Evocation (Force)
Level: Sorcerer/Wizard 8
Components: V,S
Range: Long
Area: 10-ft.-radius burst
Duration: Instant
Saving Throw: Reflex half
Spell Resistance: Yes

This spell creatures a burst of black force. The force burst causes 1d6 points of magic damage per caster level (maximum 20d6). A successful Reflex save reduces the damage by half.

***

Stars of Selune
Evocation (Force, Good)
Level: Cleric 4
Components: V,S
Range: Medium
Target: One creature
Duration: Instant
Saving Throw: Will negates
Spell Resistance: Yes

You create one twinkling star per three levels (maximum 5). You must make a ranged touch attack for each star and when an evil creature is hit by a star, it must make a saving throw or suffer 20% spellcasting failure for 1 round per star that hits. Each star also deals 1d8 cold and 1d8 magic damage to the target.

***

Shivering Touch
Necromancy (Cold)
Level: Cleric 3, Sorcerer/Wizard 3
Components: V,S
Range: Touch
Target: One creature
Duration: 1 round/level
Saving Throw: None
Spell Resistance: Yes

On a successful melee touch attack, you instantly suck the heat from the target's body, rendering it numb. The target takes 3d6 points of Dexterity damage.

***

Lesser Shivering Touch
Necromancy (Cold)
Level: Cleric 1, Sorcerer/Wizard 1
Components: V,S
Range: Touch
Target: One creature
Duration: 1 round/level
Saving Throw: None
Spell Resistance: Yes

On a successful melee touch attack, you instantly suck the heat from the target's body, rendering it numb. The target takes d6 points of Dexterity damage.

***

Snowsong
Enchantment (Mind-Affecting)
Level: Bard 6
Components: V
Range: Personal
Target: Self
Duration: 10 minutes/level

Snowsong fills the area around you with a soft snowfall that melts and evaporates on contact with anything solid.

While the snow falls you hear a soft, lilting song that bolsters your spirits and confidence. At the same time, as the snow strikes your body, it melts and washes away scars, wounds, and filth. You gain a +4 stacking bonus to Charisma, +4 bonus to attack rolls, and a +4 bonus to Dodge AC. In addition, the snow imparts fast healing 1 and resistance to cold 15. All melee attacks made deal an additional 1d6 points of cold damage.

The attack bonus does not stack with that granted by the Heroism or Greater Heroism spells (only the highest bonus applies).

***

(Needs Finished) - As Harm

Greater Harm
?
Level: Cleric 7
Components:
Range: Close
Target: One creature
Duration: Instant
Saving Throw: ?
Spell Resistance: ?

As harm, except that this spell deals 1d12 points of damage per caster level, to a maximum of 20d12 at 20th level.

***

Sheltered Vitality
Abjuration
Level: Cleric 3, Druid 4
Components: V, S
Range: Touch
Target: Living creature touched
Duration: 1 minute/level

The subject gains immunity to fatigue, exhaustion, and ability damage.

***

Nature's Purity
Evocation
Level: Druid 3
Components: V, S
Range: Long
Target: One creature
Duration: Instant
Saving Throw: None
Spell Resistance: Yes

A shimmering green beam of light springs forth from your outstretched hand. If you succeed with a ranged touch attack, the ray deals 1d6 points of magic damage.

Against undead and constructs, the ray deals 2d8 points of magic damage. Against aberrations, the ray deals 5d6 points of magic damage.

You generate one additional ray for every four levels above 5th (to a maximum of four rays at 17th level).

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