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DnD 3.5 Spell Compendium

Livro focado em magias

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CHAPTER 1

SPELL

DESCRIPTIONS

50

resurrected, or reincarnated at any point

during the next week, the creature

takes no level loss or Constitution loss

normally associated with such spells.

At the conclusion of the week, if the

subject has not been returned to life,

the creature is automatically reincarnated,

as the spell, with no loss of level

or Constitution.

Material Component: A silkworm

cocoon.

XP Cost: 250 XP

COLD FIRE

Transmutation [Cold]

Level: Cleric 1, druid 1

Components: V, S, DF

Casting Time: 1 standard action

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

Target: One fire source (up to a 20-ft.

cube) or one creature; see text

Duration: 1 minute/level (D) (fire

source) or Instantaneous (creature)

Saving Throw: No (fire source) or

Fortitude half (creature)

Spell Resistance: No (fire source) or

Yes (creature)

As you complete the spell you widen your

eyes slightly at the fire you wish to affect.

Its flames instantly turn a blue-white. The

air between you and the fire feels much

colder.

You are able to change the normal

flames of a fire (any blaze that lasts for

more than 1 round) into cold flames.

Affected flames deal cold damage

to creatures that come into contact

with them. The spell can also affect

magical fires such as those generated

by a wall of fire, provided the affected

fire is small enough. Cold fire flames

burn blue and white for the duration

of the spell.

If the target is a creature with the fire

subtype or vulnerability to cold, the

spell deals 1d6 points of cold damage

per two caster levels (maximum 5d6)

to the creature, but has no further

effect.

COLD SNAP

Transmutation [Cold]

Level: Cleric 6, druid 5

Components: V, S

Casting Time: 1 minute

Range: 1 mile

Area: 1-mile-radius circle centered

on you

Duration: 2d4 hours

Saving Throw: None

Spell Resistance: No

As you call upon divine power to fuel your

spell, you feel the air around you become

chilled. The drop in temperature creates a

thin fog that exacerbates the cold in the air

without hindering your vision or movement

whatsoever.

This spell causes a powerful cold front

to form, lowering the temperature in

the affected area by 5 degrees Fahrenheit

per caster level (maximum change

of 50 degrees Fahrenheit), to a maximum

low of –20 degrees Fahrenheit

(see Cold Dangers, DMG 302). Spells

with the cold descriptor deal an extra

1 point of damage per die when cast

in the area.

COMBUST

Evocation [Fire]

Level: Sorcerer/wizard 2

Components: V, S, M

Casting Time: 1 standard action

Range: Touch

Target: Touched creature or

combustible object that weighs no

more than 25 lb./level

Duration: Instantaneous; see text

Saving Throw: Reflex partial

Spell Resistance: Yes

You rub the oil against the flint and

murmur the ancient words, touching your

target. It immediately smolders and then

bursts into bright flames.

This spell makes a combustible object

or a creature’s combustible equipment

burst into flame, even if damp.

If the target is a creature, the initial

eruption of flame causes 1d8 points of

fire damage per caster level (maximum

10d8) with no saving throw. Further,

the creature must make a DC 15 Reflex

save or catch fire (DMG 303).

If the target is a combustible, unattended

object, the initial eruption of

flame deals fire damage to the object as

noted above. The object catches fire and

takes 1d6 points of fire damage each

round until consumed or someone puts

out the fire.

Material Component: A drop of oil and

a piece of flint.

COMETFALL

Conjuration (Creation)

Level: Cleric 6, druid 6

Components: V, S, DF

Casting Time: 1 standard action

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

Effect: 400-pound ball of rock and

ice

Area: 5-ft.-radius burst

Duration: Instantaneous

Saving Throw: Reflex half

Spell Resistance: No

You conjure a bright, glowing comet, which

appears in midair above your enemies, then

strikes the ground with tremendous force

and a thunderous boom.

You conjure a comet that immediately

falls to the ground, dealing 1d6 points

of damage per caster level (maximum

15d6) to everything in the area. The

force of the comet can also knock

creatures over. Creatures who fail their

Reflex save are knocked prone. A creature

that succeeds on its saving throw

takes half damage from the comet and

is not knocked down.

The comet breaks apart on impact,

filling the 10-foot-square area with

dense rubble (DMG 90).

You must cast this spell in an area

with at least 40 feet of vertical space

above the point of impact. If you do not

have 40 feet of space, the spell fails.

CONE OF DIMNESS

Illusion (Phantasm) [Mind-Affecting]

Level: Sorcerer/wizard 3

Components: V, S

Casting Time: 1 standard action

Range: 60 ft.

Area: Cone-shaped burst

Duration: 1 round/level

Saving Throw: Will negates; see text

Spell Resistance: Yes

Splaying your fingers, you call upon the

energies that dwell within the shadowy

places of the world. Your arm shakes with

barely contained power, causing a translucent

gray cone to burst forth from your

outstretched hand.

Creatures in the cone must succeed

on a Will save or believe darkness

has engulfed them, rendering them

blinded. A creature that makes its

initial Will save suffers no ill effects.

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