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CHAPTER 4SPELLS ANDINVOCATIONS120ing feedback reaction of arcane power.The target takes 1d6 points of damageper spell level of each functioningspell or spell-like ability currentlyaffecting it (maximum 25d6). Forexample, a creature who is hasted (3rdlevel), flying (3rd level), and protectedby a stoneskin spell (4th-level wizardversion) takes 10d6 points of damage(Will save for half). In addition, anycreature that fails its save must thensucceed on a Fortitude save or bedazed for 1d6 rounds.Only spells specifically targeted onthe creature in question can be usedto create the backlash of a reciprocalgyre, so spells that affect an area (suchas invisibility sphere and solid fog) can’tbe used to deal reciprocal damage tocreatures within their area. Likewise,persistent or continuous effects frommagic items can’t be used to dealreciprocal damage, but targeted spelleffects can be—for example, the magicof a cloak of resistance can’t be used byreciprocal gyre, but a spell cast by a wandof invisibility could be.Material Component: A tiny closedloop of copper wire.REFUSALAbjurationLevel: Sorcerer/wizard 5Components: V, S, MCasting Time: 1 standard actionRange: Medium (100 ft. + 10 ft./level)Effect: Two 10-ft. squares/level (S)Duration: 1 hour/levelSaving Throw: Will negates; seetextSpell Resistance: YesYou create a special ward that preventsunauthorized spellcasters or creatureswith spell-like abilities from enteringan area. Any creature that has spellsprepared, spell slots available for castingwithout preparation, or innatespell-like abilities must succeed on aWill save or be halted by an invisiblebarrier that prevents passage. TheDC of the Will save increases by anumber equal to the spell level of thehighest-level spell the creature hasprepared or is capable of casting (sothat a 10th-level sorcerer who hasn’tyet exhausted his 5th-level spell slotsfor the day adds +5 to the save DC). Youcan choose to designate a password orspecial condition (such as characterrace, alignment, possession of a token,or any other observable or detectablecharacteristic) by which spellcastingcharacters and creatures can enter therefusal-warded area.Creatures that have no spellcastingcapability or spell-like abilities (includingspellcasters who have exhaustedtheir spell slots, and creatures withspell trigger or spell completion magicitems) can pass through the barrierwith no difficulty. Spellcasters andcreatures that have spell-like abilitiesand that are already within the area youprotect when you create the ward arenot compelled to leave or restricted intheir movement within it (and spellsand spell-like abilities can pass throughthe barrier in either direction with nodifficulty). However, if such creaturesleave the area, they must succeed onsaving throws as described above toreturn.Creatures attempting to use anyteleportation spell or effect to enter thewarded area make the normal savingthrow. They are shunted harmlesslyto the nearest safe space outside thewarded area if they fail.Material Component: A pinch of dustfrom a wizard’s tomb.REPAIR CRITICALDAMAGETransmutationLevel: Sorcerer/wizard 4As repair light damage, except you repair4d8 points of damage +1 point percaster level (maximum +20).REPAIR LIGHT DAMAGETransmutationLevel: Sorcerer/wizard 1Components: V, SCasting Time: 1 standard actionRange: TouchTarget: Construct touchedDuration: InstantaneousSaving Throw: NoneSpell Resistance: NoWhen laying your hand upon a constructthat has at least 1 hit pointremaining, you transmute its structureto repair the damage it has taken. Thespell repairs 1d8 points of damage +1point per caster level (maximum +5).REPAIR MINORDAMAGETransmutationLevel: Sorcerer/wizard 0As repair light damage, except you repair1 point of damage to a construct.REPAIR MODERATEDAMAGETransmutationLevel: Sorcerer/wizard 2As repair light damage, except yourepair 2d8 points of damage +1 pointper caster level (maximum +10) to aconstruct.REPAIR SERIOUSDAMAGETransmutationLevel: Sorcerer/wizard 3As repair light damage, except yourepair 3d8 points of damage +1 pointper caster level (maximum +15) to aconstruct.RESIST ENERGY, MASSAbjurationLevel: Cleric 3, druid 3, sorcerer/wizard 4, wu jen 4Components: V, S, DFCasting 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: 10 min./levelSaving Throw: Fortitude negates(harmless)Spell Resistance: Yes (harmless)As resist energy, except that it affects alltargeted creatures.

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