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Spells

 

ANALYZE DWEOMER

Dropped from 6th level to 3rd level. All other stats
remain the same.

CREATE ICE      

Evocation (ice)
Level: Sor/Wiz 2; Earth/Water 3
Components: V, S, M; DF
Casting Time: 1 action
Range: Short (20 ft)
Effect: Instantly freeze 1 cubic foot of water per level
Duration: 1 min/lvl
Save: Reflex
Spell Resistance: Yes

This spell instantly freeze water into solid ice. Amount frozen equals one cubic foot per caster level, although this space may be distributed as a sheet, sphere, or whatever form the caster chooses. Any creature that may become trapped in the ice are allowed a Reflex save to avoid becoming so. Normal bodies of water have no save. Water elementals are allowed a Willpower save, failure causing them to be Slowed as per the spell. Material component is a piece of rock crystal.

HISTORY

Divination
Level: Sor/Wiz 4, Bard 4, Magic 5, Knowledge 5
Components: V,S,M; DF
Casting Time: 1 Hour
Range: Touch
Targets: 1 item or location
Duration: Instant
Save: None
SR: No

History reveals basic fact about a single item or
location. Information given by the spell includes the
name of the last owner, a general statement of that
owners class and alignment, and how the item came to
be where it was found.
Examples: 
1)This axe belonged to Darg the Barbarian, an evil man
who died on this spot fighting a paladin of Tyr 100
years ago.
2) This is the house of Mad Wanda the Mage. Fearing
the order of society, she built this home 25 years
ago.
3) This staff of power belonged to Duke Galen of Spell-
shire. A man of goodness, he hid the staff in the
grove of satyrs to prevent it from falling into he
hands of the evil sorcerer Balik.

 

Know Faith         NEW!

(Divination)
Level: Sor/Wiz 3; Knowledge 2
Components: V, S, M; DF
Casting Time: 1 action
Range: Short (20 ft)
Effect: Determine target's religion and strength of faith.
Duration: Instant
Save: Willpower
Spell Resistance: Yes

This spell allows the caster to determine the religion and strength of faith of a single target. Information revealed manifests as a glowing holy symbol above the head of the target, visible to the caster only. The strength of the glow determines the strength of the faith. Saints, pure paladins, and powerful clerics would have an almost blinding glow, while those who give merely lip service to their god would be little more than a candle's strength. If the target does not follow a particular deity, but recognizes they exist, a pale gray light will manifest. If the target is an atheist, this spell will have no effect. It is important to note that just because the spell reveals a holy symbol, the caster does not necessarily know what the symbol may mean or to which deity it belongs to. Material component is a lock of hair from a cleric, paladin, or druid.



PARA-ELEMENTAL STRIKE

Transmutation (Elemental)
Level: Sor 2/Wiz 2
Components: V,S
Casting Time: 1 action
Range: 10'
Area: semicircle burst, 10' long, centered on caster
Duration: Instant
Save: Reflex (1/2)
Spell Resistance: Yes

This spell is a variant of Burning Hands. The strike
sends forth a thin sheet of para-elemental energy from
the caster's outstretched fingers. Damage is 1d4 per
level (max 5d4) plus a special effect depending on the
para-element (chosen at memorization).

*Ice: make a second Reflex save or be at -1 STR for
1d4 rounds.

*Smoke: make a second, Fortitude, save or be blinded
for 1d4 rounds.

*Ooze: make a second Reflex save or slip and fall in
the muck.

*Steam: make a second, Willpower, save or be dazed
next round. 

STRENGTH OF FURY     NEW!

Transmutation
Level: Sor/Wiz 4
Components: V, S, F
Casting Time: 1 action
Range: Touch (one creature)
Effect: Increase Strength of target 1 point for every 10 points of physical damage taken
Duration: 1 min/lvl
Save: None
Spell Resistance: Yes

This spell converts a portion of physical damage taken by a character into Strength. For every 10 points of physical damage taken, the affected character's Strength score raises one point to a maximum of +5. Energy damage (fire, cold, sonic, acid, etc) does not convert by this spell. material component is pendulum made from silver with a silk cord.

WALL OF OOZE

Evocation (earth/water)
Level: Sor/Wiz 2; Earth/Water 3
Components: V, S, M; DF
Casting Time: 1 action
Range: Medium (100 ft + 10 ft/lvl)
Effect: Flowing sheet of sludge up to 20 ft long/lvl.
20 ft high, 6 inches thick/lvl
Duration: 1 min/lvl
Save: None
Spell Resistance: Yes

This spell creates a thick wall of flowing ooze and
muck. Any creature attempting to pass through the wall
has their speed reduced to 5 feet and quires a penalty
of -2 on all attacks and AC while in the wall. In
addition, all clothes, leather, and fabric, as well as
exposed skin, becomes polluted with the stink of the
sludge. Cloth and leather are effectively ruined,
while the smell remains of the skin for 1d4 days.
Until then, all checks in social interaction will be at
-1. Material component is a small vial of mud. 

WALL OF SMOKE

Evocation (fire)
Level: Sor/Wiz 3, Fire 4
Components: V,S,M / DF
Casting Time: 1 action
Range: Medium (100 ft + 10 ft/lvl)
Effect: Opaque sheet of black smoke up to 20 ft
long/level, 20 ft high; 1 ft thick/lvl
Duration 1 minute/lvl
Save: none; Fortitude
Spell Resistance: Yes

This spell create a flat curtain of thick black smoke.
The wall cannot be seen though by any method, although
spells such as clairvoyance still function through the
wall. Creatures passing through the smoke wall suffer
3d4 points of damage due to the heat and burning
embers within the all. In addition, a Fortitude save
must be made or the creature will be blinded for 1d6
rounds. Material component is a piece of charcoal.