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DnD 3.5 Spell Compendium

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CHAPTER 1

SPELL

DESCRIPTIONS

40

Illus. by W. England

BRILLIANT BLADE

Transmutation

Level: Cleric 7, druid 7, sorcerer/

wizard 6

Components: V, S

Casting Time: 1 standard action

Range: Close (25 ft. + 5 ft./2 levels)

Target: One melee or thrown

weapon, or fifty

projectiles (all of which

must be in contact with

each other at the time of

casting)

Duration: 1 minute/level

Saving Throw: Will

negates (harmless,

object)

Spell Resistance: Yes

(harmless, object)

With a word, the indicated

weapon glows with a soft bluewhite

halo that emits a low,

slowly pulsating hum. The

faint smell of ozone permeates

the air.

You transform a single melee

weapon, natural weap on,

thrown weapon, or group

of projectiles into a weapon

with the brilliant energy

special ability (DMG 224).

If this spell is cast on arrows

or crossbow bolts, the

effect on a particular projectile

ends after one use,

whether or not the missile

strikes its intended

target. Treat shuriken

as arrows, rather than

as thrown weapons,

for the purpose of

this spell.

BRISTLE

Transmutation

Level: Sorcerer/

wizard 2

Components: V, S

Casting Time: 1 standard action

Range: Touch

Target: Suit of armor touched

Duration: 1 minute/level (D)

Saving Throw: None

Spell Resistance: No

With a word and the sudden opening of

your hand you complete the spell. Touching

a suit of armor instantly causes the armor to

sprout long, deadly-looking spines.

The bristle spell temporarily enhances

one suit of armor, causing it to grow

long hard spikes that stick out in

all directions. This spell does not

work on clothing other than

armor, but it does function

with armor that already has spikes built

in. The spikes are flexible enough not

to hamper the creature wearing the

armor. Each round, the first time the

armor wearer attacks a target in melee,

the spikes strike out as well, growing in

length and hardness. The spikes have

an attack bonus equal to your caster

level and deal 2d6 points of damage.

Your Strength modifier does not apply

to this damage.

BUOYANT LIFTING

Evocation

Level: Druid 1

Components: S, DF

Casting Time: 1 immediate action

Range: Close (25 ft. + 5 ft./2 levels)

Target: One willing creature/

level, no two of which are

more than 20 ft. apart

Duration: 1 minute/

level (D); see text

Saving Throw: None

Spell Resistance: No

With a sharp jab of your

finger, the water around

your indicated subjects

begins to push them

toward the surface.

The subjects of this

spell are borne toward

the surface at 60 feet

per round until they are

floating on it. The subject

then rests at the top

of the liquid (rescuing it

from drowning if it was

a sinking air-breather)

and can swim away

under its own power

or be moved by others

(such as with a rope). If

the subject is removed

from the liquid, the

spell ends.

BURNING

BLOOD

Necromancy

Le vel: Sorcerer/

wizard 4

Components: V, S, M

Casting Time: 1

standard action

Range: Medium (100 ft. + 10 ft./level)

Target: One living creature; see text

Duration: 1 round/level (D)

Saving Throw: Fortitude partial;

see text

Spell Resistance: Yes

The taste of copper fills your mouth and

bloody spatters punctuate the last few words

that unlock the spell. You gag slightly as the

blood in your mouth congeals, but disappears

even as you release the spell.

You taint a living creature’s blood with

a hot, corrosive infusion, dealing 1d8

points of acid damage and 1d8 points

of fire damage per round. The subject

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