18.12.2019 Views

DnD 3.5 Spell Compendium

Livro focado em magias

Livro focado em magias

SHOW MORE
SHOW LESS

Create successful ePaper yourself

Turn your PDF publications into a flip-book with our unique Google optimized e-Paper software.

CHAPTER 1

SPELL

DESCRIPTIONS

16

The bow in your hand feels more like an

extension of your body as you complete the

spell—as if it’s become a part of your arm.

Creatures nearby seem sharper to your eyes,

more in focus.

While this spell is in effect and you are

wielding a projectile weapon that fires

arrows, such as a longbow or shortbow,

you threaten all squares within your

normal melee reach (5 feet if Small or

Medium, 10 feet if Large) with your

bow, allowing you to make attacks of

opportunity with arrows shot from

the bow. In addition, you do not provoke

attacks of opportunity when you

shoot a bow while you are in another

creature’s threatened square.

Material Component: A flint arrowhead.

ARROW OF BONE

Necromancy [Death]

Level: Sorcerer/wizard 7

Components: V, S, M

Casting Time: 10 minutes

Range: Touch

Target: One projectile or thrown

weapon touched

Duration: 1 hour/level or until

discharged

Saving Throw: Fortitude partial

Spell Resistance: Yes

You complete the long ritual needed to

cast the spell, scribing arcane runes into

the item. It changes before your eyes into

an identical item made of bone. The runes

glow with dark magic and the weapon feels

cold to the touch.

When thrown or fired at a creature as a

normal ranged attack, the weapon gains

a +4 enhancement bonus on attack

rolls and damage rolls. In addition, any

living creature struck by an arrow of

bone must succeed on a Fortitude save

or be instantly slain. A creature that

makes its save instead takes 3d6 points

of damage +1 point per caster level

(maximum +20). Regardless of whether

the attack hits, the magic of the arrow

of bone is discharged by the attack, and

the missile is destroyed.

Material Component: A tiny sliver

of bone and an oil of magic weapon

(50 gp).

ARROW STORM

Transmutation

Level: Ranger 3

Components: V

Casting Time: 1 swift action

Range: Personal

Target: You

Duration: 1 round

Your bow glows blue for an instant and

now feels as light as a feather in your hand.

In your mind’s eye you see the arrows in

your quiver, and your hand feels drawn

to them.

You can cast this spell only at the

beginning of your turn, before you take

any other actions. After casting arrow

storm, you can use a full-round action

to make one ranged attack with a bow

with which you are proficient against

every foe within a distance equal to

the weapon’s range increment. You can

attack a maximum number of individual

targets equal to your character level.

If you choose not to spend a full-round

action in this fashion after casting the

spell, the spell has no effect.

ASPECT OF THE

EARTH HUNTER

Transmutation

Level: Druid 6, ranger 4

Components: V, S, M, DF

Casting Time: 1 standard action

Range: Personal

Target: You

Duration: 10 minutes/level (D)

By completing the spell you call upon the

world’s primal energies. You feel disoriented

for a moment as your face elongates into a

snout, your limbs thicken, and your skin

turns into silvery chitin.

When you cast this spell, you assume

the physical appearance and many of

the qualities and abilities of a bulette

(MM 30). While under the effect of

the spell, your creature type changes

to magical beast, and your size changes

to Huge. You have the space and reach

of a bulette (15 feet/10 feet). You gain

the Strength, Dexterity, and Constitution

of an average bulette (Str 27, Dex

15, Con 20), but you retain your own

mental ability scores. Your base land

speed becomes 40 feet, and you gain

a burrow speed of 10 feet. You gain

darkvision out to 60 feet. You also gain

low-light vision, scent, and tremorsense

out to 60 feet.

Your class and level, hit points,

alignment, base attack bonus, and

base saving throw bonuses all remain

the same. You lose any extraordinary

special abilities of your own form, as

well as spell-like and supernatural

abilities. You keep all extraordinary

special attacks derived from class

levels (such as a barbarian’s rage or a

rogue’s sneak attack), but you lose any

from your normal form that are not

derived from class levels. You cannot

speak or cast spells while in bulette

form. However, if you have the Natural

Spell feat, you can cast spells normally.

Your natural armor bonus becomes

+12, regardless of any natural armor

bonus from your normal form. You

can make two claw attacks, which are

natural weapons that deal 2d8+8 points

of damage. While in bulette form, you

gain the bulette’s leap extraordinary

attack form, allowing you to make

four claw attacks instead of two. Your

equipment melds into your new form

and becomes nonfunctional.

Material Component: A small piece of

a bulette’s armored shell.

ASPECT OF THE WOLF

Transmutation

Level: Druid 1, ranger 1

Components: V, S, M/DF

Casting Time: 1 standard action

Range: Personal

Target: You

Duration: 10 minutes/level (D)

With a howl you complete the spell.

Instantly, your body sprouts short, thick

fur. Your spine and neck bend, causing you

to drop to your hands and knees—which

quickly shorten into canine limbs.

When you cast this spell, you assume

the physical appearance and many of

the qualities and abilities of a wolf

(MM 283). While under the effect of

the spell, your creature type changes

to animal, and your size changes to

Medium. You have the space and

reach of a wolf (5 ft./5 ft.). You gain the

Strength, Dexterity, and Constitution

of an average wolf (Str 13, Dex 15, Con

15), but you retain your own mental

ability scores. Your base land speed

becomes 50 feet. You gain low-light

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

Saved successfully!

Ooh no, something went wrong!