12.07.2015 Views

Complete A..

Complete A..

Complete A..

SHOW MORE
SHOW LESS
  • No tags were found...

You also want an ePaper? Increase the reach of your titles

YUMPU automatically turns print PDFs into web optimized ePapers that Google loves.

Duration: 1 round/levelSaving Throw: Reflex partialSpell Resistance: NoYou conjure a number of shiningmetallic bands out of thin air, encirclinga Medium or smaller creature. Thevictim must succeed on a Reflex saveor be immobilized (helpless). If thesaving throw succeeds, the victim isonly partially trapped by the bands(treat as entangled).A creature immobilized by thebands can attempt escape as a fullroundaction, either by bursting free(Strength DC 18) or wriggling out(Escape Artist DC 18). An entangledcreature can use a full-round action tobreak or disentangle itself with a DC13 Strength check or a DC 13 EscapeArtist check. Large or larger creaturesare too big to be captured or impededby the bands.Material Component: Three smallsilver hoops, interlocked.BLACKFIRENecromancy [Evil]Level: Sorcerer/wizard 8Components: V, S, MCasting Time: 1 standard actionRange: Medium (100 ft. + 10 ft./level)Effect: RayDuration: 1 round/levelSaving Throw: Fortitude negatesand Reflex negates; see textSpell Resistance: YesA ray of necromantic black energysprings from your hand, and on a successfulranged touch attack, a livingtarget is engulfed in chill black flamesthat feed on the fuel of their victim’slife force. A creature engulfed in blackfiremust make a successful Fortitudesave each round that the spell is ineffect or take 1d4 points of Constitutiondamage and become nauseated. Acreature that makes its save takes nodamage for that round and is sickenedinstead. In addition to its effects onthe target, blackfire can spread rapidly,and any living creature adjacent toa creature engulfed in blackfire mustsucceed on a Reflex save or becomeengulfed itself.Any creature whose Constitutionis reduced to 0 or lower by the spell isreduced to a pile of black ash, and canbe returned to life only by true resurrectionor wish, the caster of which mustsucceed on a DC 30 caster level checkto restore the victim to life. If a creaturesucceeds on its Fortitude save in 3 consecutiverounds, the blackfire affectingit gutters out. The black flames cannototherwise be extinguished by normalmeans (such as immersion in water orsmothering), but an antimagic field, asuccessful dispel magic, a remove curse,or a break enchantment spell snuffs itout. As well, a creature protected bydeath ward has immunity to blackfire’seffects.Material Component: A pinch ofdust from a vampire destroyed bysunlight.BLADES OF FIREConjuration (Creation) [Fire]Level: Ranger 2, sorcerer/wizard 2,warmage 2Components: VCasting Time: 1 swift actionRange: TouchTargets: Up to two melee weaponsyou are wieldingDuration: 1 roundSaving Throw: NoneSpell Resistance: NoFlames sheathe your melee weapons,harming neither you nor the weaponsbut possibly burning your opponents.Your melee weapons each deal an extra1d6 points of fire damage. This damagestacks with any energy damage yourweapons already deal.BLAST OF FLAMEConjuration (Creation) [Fire]Level: Sorcerer/wizard 4, warmage 4Components: V, S, MCasting Time: 1 standard actionRange: 60 ft.Area: Cone-shaped burstDuration: InstantaneousSaving Throw: Reflex halfSpell Resistance: NoFlames fill the area, dealing 1d6 pointsof fire damage per caster level (maximum10d6) to any creature in the areathat fails its saving throw.Material Component: A bit of wicksoaked in oil.BLINK, GREATERTransmutationLevel: Bard 5, sorcerer/wizard 5Components: V, SCasting Time: 1 standard actionRange: PersonalTarget: YouDuration: 1 round/level (D)This spell functions like blink, exceptyou have control over the timing ofyour “blinking” back and forth betweenthe Ethereal Plane and the MaterialPlane. You can also ready an actionto blink away from any physical ormagical attack, with the attack missingautomatically unless it also affectsethereal targets (as a force effect does).While blinking, you have no chanceof interfering with your own attacksor your own spells. When movingthrough solid objects, you do not riskmaterializing inside one unless youactually end your movement there,in which case you materialize and areshunted off to the nearest open space,taking 1d6 points of damage per 5 feettraveled in this manner.BLISTERING RADIANCEEvocation [Fire, Light]Level: Cleric 5, sorcerer/wizard 4Components: V, S, MCasting Time: 1 standard actionRange: Long (400 ft. + 40 ft./level)Area: 50-ft.-radius spreadDuration: 1 round/levelSaving Throw: None and Fortitudepartial; see textSpell Resistance: YesA blazing ball of light is hurled towardthe point you designate, erupting intoa brilliant hovering sphere. All sightedcreatures in the area are dazzled (nosave), and the heat from the blisteringradiance deals 2d6 points of fire damageto all creatures and objects in the areaCHAPTER 4SPELLS ANDINVOCATIONS99

Hooray! Your file is uploaded and ready to be published.

Saved successfully!

Ooh no, something went wrong!