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SPHERE OF ULTIMATEDESTRUCTIONConjuration (Creation)Level: Sorcerer/wizard 9Components: V, S, MCasting Time: 1 standard actionRange: Medium (100 ft. + 10 ft./level)Effect: 2-ft.-radius sphereDuration: 1 round/level (D)Saving Throw: Fortitude partial;see textSpell Resistance: YesYou conjure a featureless black sphereof nothingness that disintegratesvirtually anything it touches. Thesphere flies up to 30 feet per round,and you must make a ranged touchattack against the single creature orobject you wish to target. The spherestops moving during the round when itattacks, and you must actively direct itto a new target as a move action.When struck by the sphere, a targettakes 2d6 points of damage per casterlevel (maximum 40d6). Any creaturereduced to 0 or fewer hit points by thisspell is disintegrated, leaving behindonly a trace of fine dust (though itsequipment is unaffected). When usedagainst an object, the sphere disintegratesas much as one 10-foot cube ofnonliving matter. A creature or objectthat makes a successful Fortitudesave is partially affected, taking only5d6 points of damage. If this damagereduces the creature or object to 0 orfewer hit points, it is disintegrated.The effects of the sphere count asa disintegrate spell for the purpose ofdestroying a wall of force or any otherspell or effect specifically affected bydisintegrate. If the sphere exceeds thespell’s range, it winks out.Material Component: A pinch of dustfrom a disintegrated creature.SPIRIT BINDINGConjuration (Calling) [see text forlesser spirit binding]Level: Wu jen 6Targets: Up to 16 HD worth of spirits,no two of which can be morethan 30 ft. apart when they appearAs lesser spirit binding, except you canattempt to call and trap one or morespirit creatures of the same type whoseHit Dice total no more than 16. If youcall multiple spirits, each gets its ownsaving throw, makes independentattempts to escape, and must be individuallypersuaded to aid you.SPIRIT BINDING,LESSERConjuration (Calling) [see text]Level: Wu jen 4Components: V, SCasting Time: 10 minutesRange: Close (25 ft. + 5 ft./2 levels);see textTarget: One spirit of up to 8 HDDuration: InstantaneousSaving Throw: Will negatesSpell Resistance: YesThis spell functions as lesser planarbinding (see page 262 of the Player’sHandbook), except that it allows you tocall and trap a single spirit creature ofup to 8 Hit Dice.When you use a calling spell to callan air, chaotic, earth, evil, fire, good,lawful, or water creature, it becomes aspell of that type.SPIRIT BINDING,GREATERConjuration (Calling) [see text forlesser spirit binding]Level: Wu jen 8Targets: Up to 24 HD worth of spirits,no two of which can be morethan 30 ft. apart when they appearAs lesser spirit binding, except you canattempt to call and trap one or morespirit creatures of the same type whoseHit Dice total no more than 24. If youcall multiple spirits, each gets its ownsaving throw, makes independentattempts to escape, and must be individuallypersuaded to aid you.SPIRIT NEEDLETransmutationLevel: Wu jen 6 (metal)Components: V, S, FCasting Time: 1 standard actionRange: Close (25 ft. + 5 ft./2 levels)Target: One spirit creatureDuration: 1 round/levelSaving Throw: NoneSpell Resistance: YesA needle flicked from your fingers magicallypenetrates a spirit creature’s aura.If you hit with a normal ranged attack,the spirit loses the protective benefits ofbeing incorporeal and is held in place(losing any Dexterity bonus to ArmorClass and giving attackers a +4 bonuson attack rolls against it). Though thespirit cannot move for the duration ofthe spell, it can still take standard andfull-round actions (including attacks).A pinned spirit is unable to use anysupernatural or spell-like ability thatwould transport it from its current location(such as dimension door or teleport)or alter its substance or state (such asgaseous form or ethereal jaunt). The spiritcannot remove the needle that pins itin place, but another creature can doso as a standard action.Focus: A long metal needle.SPIRIT SELFNecromancyLevel: Wu jen 5Components: V, S, MCasting Time: 1 standard actionRange: PersonalTarget: YouDuration: 1 minute (D)You can send your spirit outsideyourself in an incorporeal form whilemaintaining some semblance of lifewithin your physical body. Your spiritis treated as an incorporeal creaturefor the purposes of determining movement,special qualities, and weaknesses,and has a speed of 90 feet but cannotmove more than 200 feet from yourbody. In your spirit form, a spellcasterusing commune with lesser spirit orcommune with greater spirit can contactCHAPTER 4SPELLS ANDINVOCATIONS123

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