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CHAPTER 4SPELLS ANDINVOCATIONSIllus. by M. Phillippi108Level: Sorcerer/wizard 1, warmage 1Components: V, S, MCasting Time: 1 standard actionRange: PersonalTarget: YouDuration: 1 minuteYou transform one of your hands intoa mighty fist of living stone, gaininga +6 enhancement bonus to Strengthfor purposes of attacks, grapplechecks, or breaking and crushingitems. In addition, you gain the abilityto make one natural slam attack asa standard action, dealing 1d6 pointsof damage plus your new Strengthbonus (or 1-1/2 times your Strengthbonus if you make no other attacksthat round). You can make the slamattack as a natural secondary attackwith the normal –5 penalty (or –2penalty if you have the Multiattackfeat; see page 304 of the MonsterManual) as part of a full attack action.However, you cannot gain more thanone slam attack per round with thisspell due to a high base attack bonus(+6 or higher).Your fist undergoes no change insize or form, remaining as flexibleand responsive as it would normallybe while under the spell’s effect.Material Component: A pebbleinscribed with a stylized fist design.FLENSINGTransmutation [Evil]Level: Sorcerer/wizard 8Components: V, S, MCasting Time: 1 standard actionRange: Close (25 ft. + 5 ft./2 levels)Target: One corporeal creature; seetextDuration: Up to 4 rounds; see textSaving Throw: Fortitude partial;see textSpell Resistance: YesWhen you cast this spell, you literallystrip the flesh from a corporeal creature’sbody, inflicting incredible painand psychological trauma. Each round,the target takes 2d6 points of damage,1d6 points of Charisma damage, and1d6 points of Constitution damage. Asuccessful Fortitude save negates theability damage, reduces the hit pointdamage by half, and ends the spell. Ineach round when the target creature isaffected, it gets a new save.Flensing has no effect on creatures ingaseous form.Material Component: An onion.FLY, MASSTransmutationLevel: Sorcerer/wizard 5Components: V, SCasting Time: 1 standard actionRange: Close (25 ft. + 5 ft./2 levels)Targets: One creature/level, no twoof which can be more than 30 ft.apartDuration: 1 min./levelSaving Throw: Will negates (harmless)Spell Resistance: Yes (harmless)As fly (see page 232 of the Player’sHandbook), except this spell confersthe power of flight upon all targetedcreatures. Each recipient of the spellmust remain within 30 feet of at leastone other recipient, or the spell endsfor the creature that is separated fromthe others. If only two individualsare affected, the spell ends for both ifthe distance between them exceeds30 feet.FORCE WHIPEvocation [Sonic, Mind-Affecting]Level: Bard 2, wu jen 2Components: V, S, MCasting Time: 1 standard actionRange: TouchEffect: A whip of forceDuration: 1 round/levelSaving Throw: Will negates; seetextSpell Resistance: NoThis spell creates a whip of magicalforce that you wield as if you had proficiencywith it. Simply cracking a forcewhip keeps normal animals (but notmagical beasts or vermin) at bay unlessthey succeed on a Will save. Affectedanimals stay at least 30 feet away fromyou for the duration of the spell, asspace permits. On a successful rangedattack with the whip, any normalanimal you strike must succeed on aWill save or become frightened.Against other creature types, you canuse a force whip in combat as if it were anormal whip.Material Component: A small silkwhip.FORTIFY FAMILIARUniversalLevel: Sorcerer/wizard 4Components: V, SCasting Time: 1 standard actionRange: TouchTarget: Familiar touchedDuration: 1 hour/levelSaving Throw: NoneSpell Resistance: Yes (Harmless)This spell makes your familiar tougher,granting it 2d8 temporary hit pointsand a +2 enhancement bonus to itsnatural armor. It also has a 25% chanceto avoid extra damage from sneakattacks or critical hits (though suchattacks still deal normal damage if successful).Temporary hit points gainedin this fashion last for up to 1 hour.FREEZING FOGConjuration (Creation) [Cold]Level: Sorcerer/wizard 5Components: V, SCasting Time: 1 standard actionRange: Medium (100 ft. + 10 ft./level)Effect: Fog spreads in 20-ft. radius,20 ft. highDuration: 1 min./levelSaving Throw: NoneSpell Resistance: NoA bank of freezing mist billows outfrom the point you designate, obscuringall sight (including darkvision)beyond 5 feet. Creatures in the first5 feet of the mist have concealment,while creatures farther inside have totalconcealment.Each round on your turn, the frigidmist deals 1d6 points of cold damageto each creature and object withinit. The freezing fog is so thick that any

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