Spellpack Update I
  • New spells courtesy of the Talernon PW Team
    1. Abyssal Might
    2. Angry Ache
    3. Aura of Terror
    4. Bestow Wound
    5. Blast of Force
    6. Blinding Spittle
    7. Blood to Water (SoZ spell?)
    8. Bloodfreeze Arrow
    9. Bolt of Glory
    10. Brambles
    11. Call Nightmare
    12. Clear Mind
    13. Conviction (SoZ spell?)
    14. Corona of Cold
    15. Cruel Disappointment
    16. Crushing Fist of Spite
    17. Curse of Ill Fortune
    18. Curse of the Putrid Husk
    19. Damning Darkness
    20. Dance of Ruin
    21. Darkbolt
    22. Darkflame Arrow
    23. Dawn
    24. Daze Monster
    25. Dehydrate (SoZ spell?)
    26. Deific Vengeance
    27. Delusions of Grandeur
    28. Disrupt Undead
    29. Disrupting Weapon
    30. Divine Agility
    31. Divine Protection
    32. Dragon Sight
    33. Dread Word
    34. Ectoplasmic Armor
    35. Enrage Animal
    36. Greater Disrupt Undead
    37. Greater Enlarge Person
    38. Gutwrench
    39. Longstrider
    40. Lullaby
    41. Mass Conviction
    42. Mass Curse of Ill Fortune
    43. Necrotic Skull Bomb
    44. Shadow Arrow
    45. Wracking Touch
    46. Wrathful Castigation
    47. Zone of Revelation

(Needs Finished)
Sneak Attack

Key phrases for fixing content

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Abyssal Might
Conjuration (Summoning)
Level: Blackguard 3, Cleric 4, Sorcerer/Wizard 4
Components: V,S
Range: Personal
Target: Self
Duration: 10 minutes/level

The caster summons evil energy from the Abyss and imbues himself with its might. The caster gains a +2 enhancement bonus to Strength, Constitution, and Dexterity. The caster's existing spell resistance improves by +2.

***

Angry Ache
Necromancy
Level: Assassin 1, Cleric 1, Pain 1
Components: V,S
Range: Close
Target: One living creature
Duration: 1 minute/level
Saving Throw: Fortitude negates
Spell Resistance: Yes

The caster temporarily strains the subject's muscles in a very specific way. The subject feels a sharp pain whenever she makes an attack. All her attack rolls have a -2 penalty for every four caster levels (maximum penalty -10).

***

Bestow Wound
Transmutation
Level: Sorcerer/Wizard 1
Components: V,S
Range: Touch
Target: Living creature touched
Saving Throw: Fortitude negates
Spell Resistance: Yes

If the caster is wounded, she can cast this spell and touch a living creature. The creature takes the caster's wounds as damage, either 1 point of damage per caster level or the amount needed to bring the caster up to her maximum hit points, whichever is less. The caster heals that much damage, as if a cure spell had been cast on her.

***

Call Nightmare
Conjuration (Summoning)
Level: Sorcerer/Wizard 5
Components: V,S
Range: Long
Duration: 24 hours

The caster calls a nightmare from the Lower Planes to where she is. The nightmare serves the caster for one day and multiple castings of the spell simply replace the previous nightmare with a new one.

***

Crushing Fist of Spite
Evocation (Evil, Force)
Level: Sorcerer/Wizard 9
Components: V,S
Range: Long
Area: 5-ft.-radius burst
Duration: 1 round/level
Saving Throw: Reflex half or Reflex negates
Spell Resistance: Yes

A fist of darkness appears 30 feet above the ground and begins smashing down with incredible power. All creatures within the area take 1d6 points of damage per caster level (maximum 20d6). A successful Reflex save reduces damage by half. Each round it continues to attack the same area.

***

Curse of the Putrid Husk
Illusion (Fear, Mind-Affecting)
Level: Bard 3, Sorcerer/Wizard 3
Components: V,S
Range: Medium
Target: One creature
Duration: 1 round + 1d10 minutes
Saving Throw: Will negates
Spell Resistance: Yes

This illusion forces the subject to believe his flesh is rotting and falling off his body, and that his interal organs are spilling out. If the target fails his saving thorw, he is dazed (and horrified) for 1 round. On the following round, he falls unconscious for 1d10 minutes, during which time he cannot be roused normally.

***

Damning Darkness
Evocation (Darkness, Evil)
Level: Cleric 4, Sorcerer/Wizard 4
Components: V,S
Range: Touch
Target: Object touched
Duration: 10 minutes/level
Saving Throw: None
Spell Resistance: No

This spell is similar to darkness, except that those within the area of darkness also take unholy damage. Creatures of good alignment take 2d6 points of damage per round in the darkness, and creatures neither good nor evil take 1d6 points of damage.

***

Dance of Ruin
Necromancy (Evil)
Level: Bard 2, Cleric 2, Sorcerer/Wizard 2
Components: V,S
Range: Medium
Area: 50 ft burst centered on the caster
Saving Throw: Reflex half
Spell Resistance: Yes

To cast this spell, the caster dances wildly and chants. After she finishes her dance, a wave of crackling energy flashes outward in a 50 ft burst centered on the caster. All non-demon creatures within the area take 2d20 points of magic damage.

***

Darkbolt
Evocation (Darkness, Evil)
Level: Cleric 2, Sorcerer/Wizard 2
Components: V,S
Range: Medium
Target: One creature
Saving Throw: Fortitude partial
Spell Resistance: Yes

The caster makes a ranged touch attack against a foe, launching a bolt of cold darkness from his left hand. The bolt deals 1d8 points of damage per two caster levels (maximum 5d8). Half the damage is cold, and the other half is magic. When struck, the foe must also succeed at a Fortitude save or be stunned for 1 round, overwhelmed by the evil charge of the darkbolt.

This spell gains the benefit of sneak attack when appropriate.

***

Gutwrench
Necromancy (Evil, Death)
Level: Sorcerer/Wizard 8
Components: V,S
Range: Medium
Target: One living creature
Duration: Instant
Saving Throw: Fortitude partial
Spell Resistance: Yes

The innards of the target creature roil. If the target fails its saving throw, its intestines burst forth, killing it. The intestines fly toward the caster and are absorbed into her form, granting her 4d6 temporary hit points and a +4 enhancement bonus to Strength for 1 minute per caster level. If the target's save is successful, it takes 10d6 points of magic damage instead.

***

Aura of Terror
Necromancy (Fear, Mind-Affecting)
Level: Sorcerer/Wizard 6
Components: V,S
Area: 30-ft.-radius burst centered on you
Duration: 1 minute/level
Saving Throw: Will negates
Spell Resistance: Yes

(Spell Compendium) (Needs Finished)

***

Blast of Force
Evocation (Force)
Level: Force 3, Sorcerer/Wizard 2
Components: V,S
Range: Long
Target: One creature
Duration: Instant
Saving Throw: Fortitude partial
Spell Resistance: Yes

You must succeed on a ranged touch attack with the ray to strike a target. A blast of force deals 1d6 points of magic damage per two caster levels (maximum 5d6). in addition, a successful hit forces to the subject to make a Fortitude save or be knocked prone.

<i>Drawing upon magic in its purest form, you send invisible energy whistling through the air to batter your foe.</i>

***

Blinding Spittle
Transmutation
Level: Druid 2
Components: V,S
Range: Medium
Target: One living creature
Duration: Instant
Saving Throw: None
Spell Resistance: Yes

You spit caustic saliva into your target's eyes with a successful ranged touch attack. A -4 penalty applies to the attack roll. The subject is blinded until it can wash its eyes with water or some other rinsing fluid.

<i>Whipping your head forward with the last word of the spell, you spit a globule of dark liquid at your foe.</i>

***

Bloodfreeze Arrow
Transmutation
Level: Assassin 4, Ranger 4
Components: V
Range: Touch
Target: One arrow or bolt

This spell is cast upon an arrow or bolt, transforming its head into blue ice. In addition to taking normal damage from the missile, the target takes 2d6 points of cold damage and is paralyzed. A successful Fortitude save negates the paralysis.

***

Darkflame Arrow
Evocation
Level: Assassin 3, Ranger 3
Components: V
Range: Touch
Target: One arrow or bolt

This spell is cast upon an arrow or bolt, engulfing its head in black fire. The arrow deals normal damage and wreaths the target in black flame that deals an extra 2d6 points of magic damage. The black flames continue to engulf the victim for 2 more rounds, dealing 2d6 points of magic damage each subsequent round.

***

Shadow Arrow
Necromancy
Level: Assassin 4, Ranger 4
Components: V
Range: Touch
Target: One arrow or bolt

This spell is cast upon an arrow or bolt, transforming it into pure black shadow.

(Needs Finished) (CoR)

***

Necrotic Skull Bomb
(Needs Finished) (CoR)

***

Bolt of Glory
Evocation (Good)
Level: Cleric 6
Components: V,S
Range: Medium
Target: One creature
Duration: Instant
Saving Throw: None
Spell Resistance: Yes

You must succeed on a ranged touch attack with the ray to strike a target. A creature struck takes varying damage, depending on its nature or its home plane of existence and your level. Evil aligned outsiders and all undead creatures take 1d12 points of damage per caster level (15d12 maximum).
Good aligned creatures are not affected by the spell while those remaining take 1d12 points of damage per two caster levels (maximum 7d12).

<i>Calling upon the Positive Energy Plane and the power of your faith, you project a white bolt of hissing positive energy at your foe.</i>

***

Brambles
Transmutation
Level: Cleric 2, Druid 2
Components: V,S
Range: Touch
Target: Wooden weapon touched
Duration: 1 round/level

For the duration of the spell, the weapon gains a +1 enhancement bonus on its attacks and also gains a +1 enhancement bonus per caster level on melee damage rolls (maximum +10). This spell only works on wooden melee weapons such as: (Needs Finished)

<i>With the sound of twisting wood, the weapon you touch grows sharp spikes like rose thorns.</i>

***

Corona of Cold
Evocation (Cold)
Level: Cleric 3, Druid 3
Components: V,S
Area: 10-ft.-radius
Duration: 1 round/level

You are surrounded by a protective aura of cold that also causes damage to others within its radius. You gain resistance to fire 10.

The corona of cold deals 1d12 points of cold damage each round. A successful save prevents the damage caused by the spell in that round. Creatures damaged by the spell shiver uncontrollably, taking a -2 penalty to their Strength and Dexterity and moving at half speed for as long as they remain within the area. This penalty does not stack with consecutive rounds of damage or additional corona of cold spells.

<i>As you complete the spell you feel your extremeties turn ice cold, numb, and sluggish. The feeling subsides as the cold drains away from your body into the air around you, causing your breath to emerge as white buffs in the now-chill air.</i>

***

Curse of Ill Fortune
Necromancy
Level: Blackguard 2, Cleric 2
Components: V,S
Range: Long
Target: One living creature
Duration: 1 minute/level
Saving Throw: Will negates
Spell Resistance: Yes

You place a temporary curse upon the subject, giving it a -3 penalty on attack rolls, saving throws, and skill checks. Curse of Ill Fortune can be removed with the Remove Curse spell.

<i>Letting loose a stream of foul incantations, you curse the subject.</i>

***

Mass Curse of Ill Fortune
Necromancy
Level: Cleric 5
Components: V,S
Range: Long
Area: 20-ft.-radius burst
Duration: 1 minute/level
Saving Throw: Will negates
Spell Resistance: Yes

You place a temporary curse upon the subjects, giving them a -3 penalty on attack rolls, saving throws, and skill checks. Curse of Ill Fortune can be removed with the Remove Curse spell.

<i>Letting loose a stream of foul incantations, you curse the subject.</i>

***

Dawn
Abjuration
Level: Druid 0, Ranger 1
Components: V,S
Area: 15-ft.-radius burst centered on you
Duration: Instant

All sleeping creatures in the affected area awaken.

***

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>

***

Deific Vengeance
Conjuration
Level: Cleric 2
Components: V,S
Range: Medium
Target: One creature
Duration: Instant
Saving Throw: Will half
Spell Resistance: Yes

This spell deals 1d6 points of divine damage per two caster levels (maximum 5d6), or 1d6 points per caster level (maximum 10d6) if the target is undead.

<i>You call out to your deity, declaring your foe's crimes and asking your deity to punish him.</i>

***

Delusions of Grandeur
Illusion (Mind-Affecting)
Level: Bard 2, Sorcerer/Wizard 2
Components: V
Range: Long
Target: One creature
Duration: 10 minutes/level
Saving Throw: Will negates
Spell Resistance: Yes

This powerful phantasm fools the subject into believing itself more competent and safe than it really is. The spell makes any action the subject considers attempting seem easily accomplished, requiring only a token effort. Deadly wounds seem like mere scratches, stalwart foes appear weak and intimidated, and the subject's own attacks seem stronger and more effective.

As a result of its skewed perspective, the subject takes a -2 penalty on attack rolls, saves, skill checks, as well as Wisdom.

<i>By shouting flattering comments at your intended subject, you release the energy of the spell. The target of your spell glows momentarily with a white nimbus of crackling energy that fades to a sickly gray before disappearing completely.</i>

***

Diamondsteel
Transmutation
Level: Paladin 3
Components: V,S
Range: Touch
Target: Suit of metal armor touched
Duration: 1 round/level

Diamondsteel enhances the strength of one suit of metal armor. The armor provides damage reduction equal to half the AC bonus of the armor. This damage reduction can only be overcome by adamantine weapons. For example, a suit of full plate would provide DR 4/adamantine, and a +1 breastplate (+6 AC) would provide DR 3/adamantine.

<i>You pass your hand over the suit of armor several times before finally touching it. As you do so, you feel a warmth grow in the palm of your hand. The warmth passes into the armor and manifests as a sparkling shine.</i>

***

Greater Disrupt Undead
Necromancy
Level: Sorcerer/Wizard 3
Components: V, S
Range: Medium
Target: One creature
Duration: Instant
Saving Throw: None
Spell Resistance: Yes

You must succeed on a ranged touch attack with the ray to strike a target. This ray deals 1d8 points of divine damage per caster level to any undead, to a maximum of 10d8. If the damage is sufficient to destroy the first target, then you can redirect the ray to another undead target within 15 feet of the first target. If you make a successful ranged touch attack on the second target, that target takes half of the damage rolled for the first target.

<i>A black ray fires from your outstretched hand, piercing and passing through nearby undead.</i>

***

Divine Agility
Transmutation
Level: Cleric 5
Components: V, S
Range: Touch
Target: One living creature
Duration: 1 round/level

You grant the subject a +10 enhancement bonus to Dexterity.

<i>Calling aloud on the divine power of your deity, you imbue a living creature with agility and skill in combat.</i>

***

Divine Protection
Enchantment
Level: Cleric 2, Paladin 2
Components: V, S
Area: Allies in a 20-ft.-radius burst
Duration: 1 minute/level

Allies gain a +1 Dodge AC bonus and a +1 bonus on saving throws.

<i>You call upon your divine powers to aid your companions and a golden light appears from above, bathing them with sparkling radiance.</i>

***

Greater Enlarge Person
Transmutation
Level: Sorcerer/Wizard 5
Components: V, S
Range: Touch
Target: One creature
Duration: 1 hour/level

(Needs Finished)

<i>Your intended subject begins to grow rapidly as you complete the spell.</i>

***

Enrage Animal
Necromancy
Level: Druid 1, Ranger 1
Components: V, S
Range: Long
Target: One animal companion
Duration: 1 round/level

Enrage animal bestows a +4 bonus to Strength and Constitution, a +2 bonus on Will saves, and a -2 penalty to AC.

***

Clear Mind
Abjuration
Level: Paladin 1
Components: V,S
Range: Personal
Target: Self
Duration: 10 minutes/level

You gain a +4 bonus on saving throws against mind-affecting spells and effects.

<i>A silver glow sheathes your body as you complete the spell. As the glow fades, you feel a touch of the divine at the back of your mind. This divine touch spreads until you feel your concerns and anxieties fade away.</i>

***

Ectoplasmic Armor
Abjuration
Level: Sorcerer/Wizard 1
Components: V
Range: Touch
Target: Creature touched
Duration: 1 hour/level

The subject of the spell gains a +5 armor bonus to AC, with an additional +1 to the bonus for every four caster levels (maximum +9 bonus at 16th level). This armor bonus applies only against incorporeal touch attacks.

<i>With a final word, shimmering translucent slime appears around the target and fits its form like a suit of plate.</i>

***

Wracking Touch
Necromancy
Level: Druid 2, Sorcerer/Wizard 2
Components: V,S
Range: Touch
Target: Creature touched
Duration: Instant
Saving Throw: Fortitude half
Spell Resistance: Yes

You lay your hand upon a creature and deal 1d6 points of damage + 1 point per caster level (maximum +10). In addition, if you have the sneak attack ability, you also deal sneak attack damage to the affected creature unless the creature is immune to critical hits. Unlike a normal use of sneak attack, your target need not be flanked or denied its Dexterity bonus to take sneak attack damage from this spell.

<i>You cry out with malice and clench your fist, completing the spell. The spell's terrible energy causes your fist to shake involuntarily, sending spasms up your arm.</i>

***

Wrathful Castigation
Enchantment (Mind-Affecting)
Level: Sorcerer/Wizard 8
Components: V,S
Range: Medium
Target: One living creature
Duration: 1 round/level
Saving Throw: See text
Spell Resistance: Yes

This spell causes wracking pain and violent convulsions, ending in death. The target creature must make a Will save or writhe in pain, helpless, before it dies 1 round later. A creature that makes the Will save must also succeed on a second Will save or be dazed and take a -4 penalty on saving throws for the duration of the spell.

<i>You brandish the whip, and your target begins to shake uncontrollably, then collapses on the ground, its spasms eventually fading as it dies.</i>

***

Zone of Revelation
Divination
Level: Cleric 5
Components: V,S
Range: Medium
Target: 100-ft.-radius burst
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: Yes

All creatures and objects within a zone of revelation are made visible. This includes invisible creatures as well as ethereal.

<i>After making a dramatic gesture and uttering a few words of power, you close your eyes and open them again, revealing all that is hidden.</i>

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