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DnD 3.5 Spell Compendium

Livro focado em magias

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CHAPTER 1

SPELL

DESCRIPTIONS

Illus. by C. Frank

AXIOMATIC STORM

Conjuration (Creation)

[Lawful, Water]

Level: Cleric 3, paladin 3

Components: V, S, M, DF

Casting Time: 1 standard action

Area: Cylinder (20-ft. radius,

20 ft. high)

Duration: 1 round/level (D)

Saving Throw: None

Spell Resistance: No

You call upon the forces of law and a heavy

rain begins to fall around you, its raindrops

harsh and metallic. Above you, a jet of caustic

acid lances down from the heavens.

A driving rain falls around you. It

falls in a fixed area once created. The

storm reduces hearing and visibility,

resulting in a –4 penalty on Listen,

Spot, and Search checks. It also applies

a –4 penalty on ranged attacks made

into, out of, or through the storm.

Finally, it automatically extinguishes

any unprotected flames and has a 50%

chance to extinguish protected flames

(such as those of lanterns).

The rain damages chaotic creatures,

dealing 2d6 points of damage per round

(chaotic outsiders take double damage).

In addition, each round, a gout of acid

strikes a randomly selected chaotic

outsider within the spell’s area, dealing

5d6 points of acid damage. After

the spell’s duration expires, the water

disappears.

Material Component: A flask of axiomatic

water (see the axiomatic water spell,

below).

You speak the ancient, slippery words as

you pour the iron and silver into the flask.

Despite the fact that there is more powder

than will fit in the container, all of it dissolves,

leaving a flask of water dotted with

motes of gunmetal gray.

This transmutation imbues a flask (1

pint) of water with the order of law,

turning it into axiomatic water. Axiomatic

water damages lawful outsiders

the way holy water damages undead

and evil outsiders. A flask of axiomatic

water can be thrown as a splash

weapon. Treat this attack as a ranged

touch attack with a range increment of

10 feet. A flask breaks if thrown against

the body of a corporeal creature, but to

use it against an incorporeal creature,

the bearer must open the flask and

pout the axiomatic water out onto the

target. Thus, a character can douse an

incorporeal creature with axiomatic

water only if he is adjacent to it. Doing

so is a ranged touch attack that does not

provoke attacks of opportunity.

A direct hit by a flask of axiomatic

water deals 2d4 points of damage to a

chaotic outsider. Each such creature

within 5 feet of the point where the

flask hits takes 1 point of damage from

the splash.

Material Component: 5 pounds of powdered

iron and silver (worth 25 gp).

BABAU SLIME

Transmutation

Level: Abyss 3, druid 1, sorcerer/

wizard 1

Components: V, S, M/DF

Casting Time: 1 standard action

Range: Touch

Target: Creature touched

Duration: 1 minute/level

Saving Throw: Fortitude negates

(harmless)

Spell Resistance: Yes (harmless)

You press the viscous ball of demon sweat

between your fingers and speak the eldritch

words. Your flesh and equipment begin

to weep hot red tears that quickly form a

coating over your body.

This demon-inspired transmutation

causes the subject to secrete a slimy

red layer of jelly that coats its skin,

armor, and equipment. A creature

that strikes a slime-protected subject

with an unarmed strike, a touch

attack (including a touch spell), or a

natural weapon takes 1d8 points of

acid damage. Any creature in a grapple

with the target of babau slime takes 1d8

points of acid damage at the beginning

of its turn.

Arcane Material Component: A drop

of babau slime.

AXIOMATIC WATER

Transmutation [Lawful]

Level: Cleric 1, paladin 1

Components: V, S, M

Casting Time: 1 minute

Range: Touch

Target: Flask of water

touched

Duration: Instantaneous

Saving Throw: Will negates

(object)

Spell Resistance: Yes

(object)

22

Backbiter turns a weapon

against its wielder

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