This page is all 3E Spell Crap that I want converted to the better system of 2E!!!
Note that the below is the property of WOTC and can all be found there... this is here for the purpose creating conversions only... Sorry if I'm breaking some silly law by reposting free material... let me know and it'll come offline of course...
|
Animate Dead Familiar In order to cast this spell, you must have a familiar, and that creature must be dead. You animate the dead familiar as a zombielike undead, restoring some measure of the bond you had with it while it lived. You do not regain the experience points you lost when the familiar died. You also lose the special benefits you gained based on the familiar's animal type (such as the +2 bonus to Move Silently checks bestowed by a cat familiar). Being undead, the creature has no Constitution score, which affects its Fortitude saves but not its hit points. It retains its natural armor and its preternatural Intelligence, as well as all of the special abilities it had based on your level except for the ability to speak with animals of its type. It still has effective Hit Dice equal to your level and hit points equal to half your total hit points. The undead familiar resembles a zombie, but is not slow like a zombie. Its type changes to Undead. As an undead creature, it is immune to mind-influencing effects, poison, sleep, paralysis, stunning, and disease. It is not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage. If you are within range of the familiar's empathic link with you (one mile), it cannot be turned or rebuked. Beyond that range, it is subject to turning and rebuking (as well as commanding and destroying) as an undead of its effective Hit Dice. In addition, the familiar gains a special attack delivered by a melee attack. The nature of this attack depends on your caster level at the time you cast this spell; it does not improve as your level increases. You may choose a lower-level ability than your level indicates.
If the undead familiar is destroyed, you lose experience points as if you had lost a living familiar (again). The corpse is utterly destroyed in this case, and cannot be animated via this spell again, nor can it be restored to life with a raise dead spell (resurrection will work, however). You cannot cast this spell on another character's familiar. XP Cost: 100 XP.
Arcane Bolt A bolt of magical energy shoots forth from your fingertips at its target, dealing 1d6+1 points of damage. For every two levels of experience past 1st, you gain an additional bolt, which you fire at the same time. You have two at 3rd level, three at 5th level, four at 7th level, and the maximum of five bolts at 9th level or higher. If you shoot multiple bolts, you can have them strike a single creature or several creatures. A single bolt can strike only one creature. You must designate targets before you roll for SR or roll damage. This spell counts as magic missile for spell, items, or special qualities that protect a target from magic missile, such as a brooch of shielding and shield.
Bite of the Werebear You take on certain qualities of a brown bear, almost as though you were a werebear in hybrid form (if werebears had hybrid forms). You gain a +16 enhancement bonus to your Strength score, a +2 enhancement bonus to your Dexterity score, and a +8 enhancement bonus to your Constitution score. Your face becomes that of a bear and your hands become massive paws with sharp claws. These paws burden you with a 25% spell failure chance when you cast any spell with a somatic component (even a divine spell). You can attack with both claws at your full base attack bonus and your bite at only 2 from your full attack bonus (as if you had the Multiattack feat). The claws deal 1d8 points of damage each (1d6 if you are Small), and the bite deals 2d8 (2d6 if you are Small). You gain the benefits of the Blind-Fight and Power Attack feats as well, and a +7 natural armor bonus. Material Component: Hair from a werebear.
Bite of the Wereboar You take on certain qualities of a boar, almost as though you were a wereboar in hybrid form (if wereboars had hybrid forms). You gain a +4 enhancement bonus to your Strength score and a +6 enhancement bonus to your Constitution score. Your face becomes that of a boar, and you can attack with your tusks if you choose, dealing 1d8 points of damage (or 1d6 points if you are Small) on a hit. You gain the benefits of the Blind-Fight feat as well, and a +8 natural armor bonus. Material Component: Hair from a wereboar.
Bite
of the Wererat You take on certain qualities of a dire rat, almost as though you were a wererat in hybrid form. You gain a +6 enhancement bonus to your Dexterity score and a +2 enhancement bonus to your Constitution score. You gain a +3 natural armor bonus as your hide thickens and sprouts extra hair. Your face lengthens into a ratlike snout, and you can attack with your bite as a natural weapon without provoking an attack of opportunity. The bite deals 1d4 points of damage, or 1d3 points if you are Small. You also gain the benefits of the Weapon Finesse feat with your bite attack. Arcane Material Component: Hair from a wererat.
Bite of the Weretiger You take on certain qualities of a tiger, almost as though you were a weretiger in hybrid form. You gain a +12 enhancement bonus to your Strength score, a +4 enhancement bonus to your Dexterity score, and a +6 enhancement bonus to your Constitution score. Your face lengthens into a tigerlike muzzle and your fingernails grow into sharp claws. You can attack with both claws at your full base attack bonus and your bite at only 2 from your full attack bonus (as if you had the Multiattack feat). The claws deal 1d8 points of damage each (1d6 if you are Small), and the bite deals 2d6 (2d4 if you are Small). You gain the benefits of the Blind-Fight and Power Attack feats as well, and a +5 natural armor bonus. Material Component: Hair from a weretiger.
Bite of the Werewolf You take on certain qualities of a wolf, almost as though you were a werewolf in hybrid form. You gain a +2 enhancement bonus to your Strength score, a +4 enhancement bonus to your Dexterity score, and a +4 enhancement bonus to your Constitution score. Your face lengthens into a wolflike muzzle, and you can attack with your bite if you choose, dealing 1d6 points of damage (or 1d4 points if you are Small) on a hit. You gain the benefits of the Blind-Fight feat as well, and a +4 natural armor bonus. Material Component: Hair from a werewolf.
Bladesong Bladesong makes a bladed weapon emit magical music in combat. Any round that the weapon is used in melee combat, this spell allows the wielder to make a single, additional touch attack with the sword as a free action. The attack uses the wielder's normal attack bonus with that weapon but inflicts no damage. Instead, anyone successfully touched by the weapon in this way is dazed for one round. Dazed characters cannot take actions but can defend themselves normally. Focus: The weapon.
Delay Disease The subject becomes temporarily immune to the ravages of disease. The progress of any nonmagical disease that already afflicts the target is halted for the duration of the spell. Delay disease allows the subject to skip the required saving throw against the disease for the day that the spell is in effect. During this period, the subject accrues no further ability damage from the disease. A skipped saving throw counts as neither a success nor a failure for the purpose of recovery from the disease. Furthermore, the incubation period of any disease to which the subject is exposed during the spell's duration does not begin until the spell expires. Delay disease does not cure any damage that a disease may already have dealt, and it has no effect against magical or supernatural diseases.
Dirge of Discord This spell creates an unholy, chaotic dirge that fills the subject's head with the screams of the dying, the wailing of the damned, and the howling of the mad. Affected creatures suffer a -4 profane penalty to attack rolls and Concentration checks, a -8 enhancement penalty to effective Dexterity (with Reflex saves reduced accordingly for the spell's duration), and halved movement due to the subject's equilibrium being thrown off by the dirge. Focus: A tiny urn containing some ashes of a destrachan.
Divine Interdiction
Divine interdiction interferes with a cleric's connection to his or her divine source of power, resulting in a temporary loss of the ability to turn or rebuke undead. Paladins, blackguards, and other classes capable of rebuking, turning, or otherwise commanding the undead can also suffer a temporary loss of this ability through divine interdiction. This spell creates a beam of invisible disruptive energy that streaks out from the caster’s pointed finger to strike the target(s) automatically. As usual, a target benefits only from his or her size modifier, Dexterity modifier, and deflection bonus (if any); armor bonuses, shield bonuses, or natural armor bonus do not apply. The spell can be cast on a point in space, but the effect is stationary unless cast on a mobile object. The spell can be centered on a creature, and the effect then radiates from the creature and moves as it moves. An unwilling creature can attempt a Will save to negate the spell and can use SR, if any. Should the save fail, the target’s turning abilities are immediately negated for the spell’s duration. While under the influence of divine interdiction, the target is treated as though he or she has no ability to turn, rebuke, or command undead. Note that the spell does not prevent positive or negative energy from affecting undead within the area (it merely becomes a barrier to activating such powers).
Elemental Familiar In order to cast this spell, you must have a familiar. When you cast the spell, the target creature becomes a Tiny air, earth, fire, or water elemental, as detailed below. You choose what type of elemental the creature becomes. The creature retains its basic shape, but it is in every way an elemental, not an element creature (as described in Manual of the Planes). You lose any special ability the familiar previously granted to you (such as the +2 bonus to Move Silently checks bestowed by a cat familiar). However, you gain a replacement special ability, depending on the type of elemental your familiar becomes: Air -- Master gains a +2 bonus to Initiative checks (stacks with Improved Initiative). Earth -- Master gains +1 natural armor. Fire -- Master gains a +3 resistance bonus to saving throws against fire attacks. Water -- Master gains a +1 resistance bonus to Fortitude saving throws. Only a limited wish, miracle, or wish or similar magic can restore a transmuted familiar to its original state. Otherwise, the familiar remains an elemental forevermore. You cannot cast this spell on another character's familiar. Most creatures consider the transformation harmless and beneficial, but if the creature decides to resist, a successful Fortitude save negates the spell. Material Component: A small quantity of air, earth, fire, or water, depending on the elemental type the creature is to become. XP Cost: 500 XP.
-
A Tiny air elemental is 2 feet tall and weighs 1/4 pound. A Tiny earth elemental is 2 feet tall and weighs 20 pounds. A Tiny fire elemental is 2 feet tall and weighs 1/4 pound. A Tiny water elemental is 2 feet tall and weighs 8 pounds. Elemental Traits: Immune to poison, sleep, paralysis, and stunning; not subject to critical hits or flanking; darkvision 60 ft.; cannot be raised or resurrected (though a wish or miracle spell can restore life). The special attacks of Tiny elementals conform to the information given for elementals of their subtype in the Monster Manual, except as specified. The save DC against the Tiny air elemental's whirlwind is 9, the damage is 1d3, and the whirlwind's height is 10 feet. The save DC against the Tiny fire elemental's burn is 10. The save DC against the Tiny water elemental's vortex is 11, the damage is 1d3, and the vortex's height is 10 feet.
Exacting Shot This transmutation makes a ranged (projectile) weapon strike true against the caster's favored enemies. All critical rolls against favored enemies automatically succeed, so every threat is a critical hit. The affected weapon also negates any miss chance due to concealment whenever the caster fires at a favored enemy (unless it has total concealment, in which case the normal miss chance applies). If the ranged weapon or the projectile fired has any magical effect or property related to critical hits, this spell has no effect.
Fearsome Grapple This spell causes two additional arms to grow from your sides and coordinate their efforts to help you grapple another creature. These extra arms give you a +4 circumstance bonus to grapple checks you make while the spell is in effect. The arms are not coordinated enough to wield weapons, manipulate tools, or perform any action other than grappling. If your caster level is at least 9th, you grow four additional arms, and the circumstance bonus increases to +8. Note: If you use this spell in your game, all creatures with more than two arms should gain a circumstance bonus to grapple checks, as suggested in Sword & Fist. This bonus is +4 per extra pair of arms, and is the same bonus granted by the spell (not an additional bonus).
Foebane This spell imbues one of the caster's weapons with great killing power against a single favored enemy type. Against creatures of that type, the weapon acts as a +5 magic weapon and deals +2d6 points of bonus damage. Furthermore, while the caster wields the weapon, he or she gains a +4 resistance bonus to saving throws against effects created by creatures of that type. The spell is automatically canceled 1 round after the weapon leaves the caster's hand for any reason. The caster cannot have more than one foebane weapon at a time. If this spell is cast on a magic weapon, the powers of the spell supersede any that the weapon normally has, rendering the normal enhancement bonus and powers of the weapon inoperative for the duration of the spell. This spell is not cumulative with exacting shot or any other spell that might modify the weapon in any way. This spell does not work on artifacts. Note: A masterwork weapon's bonus to attack does not stack with an enhancement bonus to attack.
Guidance of the Avatar Your deity's chosen avatar imbues the subject with divine power. The creature gets a +20 competence bonus on a single skill check and must choose to use the bonus before making the roll to which it applies.
Heal
Animal Companion Heal animal companion enables the caster to wipe away disease and injury in one of his or her own animal companions (gained via class feature or the animal friendship spell). It completely cures all diseases, blindness, or deafness of the animal companion, cures all points of damage suffered due to wounds or injury, and repairs temporary ability damage. It cures mental disorders caused by spells or injury to the brain. Heal animal companion does not remove negative levels, restore drained levels, or restore drained ability scores.
Hindsight You can see and hear into the past of your current location. The level of detail you see and hear via this spell depends on the span of time you wish to observe; concentrating on a span of days during the past renders a more detailed perspective than, say, a span of centuries. Chose a span of time from the options below:
The following spells can be used in conjunction with a hindsight spell: darkvision, detect magic, detect chaos, detect evil, detect good, detect law, read magic, see invisibility, tongues, and true seeing. Focus: An hourglass-shaped diamond worth at least 5,000 gp.
Leomund's Hidden Lodge This spell is similar to Leomund's Secure Shelter, except that the conjured structure is perfectly camouflaged to blend in with whatever terrain or surroundings are appropriate. It may appear as a house-sized boulder in mountainous or rocky areas, a sand dune, a deadfall, a small grassy knoll, or even a mighty tree. The spell also conceals all telltale signs of habitation, including any smoke, light, or sound coming from within the lodge. Creatures examining the lodge or studying its immediate vicinity note the presence and extent of the shelter with a successful Wilderness Lore check (DC 30). If the lodge's occupants are seen entering or leaving the lodge, the DC for this check drops to 10.
Master’s Touch Master’s touch is a spell often found in the repertoire of the adventurers that specialize in casting arcane spells. It grants casters the knowledge and experience to claim proficiency in whatever single weapon or shield they hold in their hands when the spell is cast. The lack of a somatic component means the spell may be cast in the midst of a fight while keeping ready whatever items stand between the caster and danger. Proficiency is granted for only a single, specific item, although multiple castings allow for multiple proficiencies. For example, a sorcerer holding a short sword and rapier, with a buckler strapped to his off hand, could cast the spell three times, once for each weapon and shield. Note that this spell does not grant proficiency for a class of item, but only for the one specific item held in the hand at the time the spell is cast. Should the caster set that item down or otherwise lose his or her grip on it, proficiency does not fade away; the proficiency is due to knowledge gained, not due to any transmutation of the caster or the item. The caster may therefore recover that specific item and continue to use it with proficiency until the spell’s effect runs out. Master’s touch does not convey any information about a magic item to the caster. The caster may not even be aware that an item is magical at all. Arcane Focus: The item in whose use the caster wishes to be proficient.
Mindless Rage Creatures affected by the spell mindless rage become so filled with rage that they can do nothing but focus on engaging the caster in personal physical combat. The affected creature cannot use any spells, spell-like or supernatural abilities, or ranged weapons while attacking the caster. The subject's only thoughts are of killing the caster -- if not with bare hands, then with a hand-held melee weapon at best. It's worth noting that the recipient of this spell, though overcome with rage, is by no means rendered an idiot or suicidal. For example, an affected creature will not charge off a cliff in an attempt to reach the target. While under the effect of a mindless rage spell, the subject can make use of all normal melee combat skills, abilities, and feats -- either offensive or defensive. However, the affected creature cannot use any ability that requires activation or concentration. An interesting side effect of mindless rage occurs when the spell is cast upon any character capable of the rage ability (such as a barbarian). In these cases, the mindless rage episode counts as one of the character's uses of rage for that day. Mindless rage is a fairly uncommon spell. It’s believed to have been developed by dwarven fighter/wizards who preferred to face their opponents in melee combat over magical conflicts. Of course, many of the stories tracing this spell's origins to the battle-mages also note that this dwarven method of ensuring melee combat against spellcasters backfired when the group ran afoul of a band of sorcerer/barbarians. Arcane Focus: Successful casting of mindless rage requires the caster to utilize a scarlet handkerchief or similar piece of cloth, which is waved in the target's direction while the caster vocalizes the verbal component.
Mirror Move Mirror move allows you to reproduce any general feat with an obvious physical effect that you observed another perform within the past 10 rounds, providing you meet the prerequisites for that feat. For example, Mialee is proficient with the shortbow but does not possess the Point Blank Shot feat. However, she can watch Soveliss perform the feat, then, using mirror move, she can mimic his Point Blank Shot feat to better attack an orc advancing on her. When the spell dissipates, Mialee can no longer access this feat (unless she later acquires it herself or recasts mirror move for the same effect). With a single casting, you may mirror move a number of feats equal to your Intelligence bonus, but always at least one. That is, a caster with an Intelligence of 10 can mirror one feat, while a caster with 18 Intelligence can mirror up to four feats with a single use of the spell. The effects of multiple castings of mirror move do not stack. Each new casting wipes out the previous one. You can mirror move the following feats:
The DM may allow mirroring of feats from sources other than the Player's Handbook, as long as they are feats with observable physical effects. Spellcasters who do not meet the prerequisite(s) for the feat they wish to mirror can sometimes find clever ways around this limitation. For example, Mialee has the Improved Unarmed Strike feat but a Dexterity of only 11. She casts cat's grace on herself, receiving 2 additional Dexterity points for a 13 Dexterity. She then casts mirror move, adopting Ember's Deflect Arrows feat. When mirror move dissipates, Mialee retains her heightened Dexterity until her cat's grace spell ends but she loses access to Deflect Arrows. If she somehow lost the effects of cat's grace before the end of mirror move’s duration, she would lose access to the Deflect Arrows feat. One interesting note about mirror move is that the spell conveys all the nuances of the mirrored character's style. Using the previous example, Mialee not only gains the ability to Deflect Arrows but the arcane power results in her deflecting arrows exactly as Ember would do it. Although Ember may not be with Mialee when she cast the mirror move spell, anyone familiar with Ember's style (for instance, a lifelong enemy or former trainer) may recognize that Mialee's arrow deflection is actually borrowed from Ember. Anyone familiar with Ember's defensive style should be allowed a Spot check (DC 15) to recognize the similarities. It's worth noting that Item Creation Feats and Special Feats can not be duplicated by mirror move. Likewise, Metamagic Feats are too subtle and/or complex to be mirrored. Material Component: Any reflective surface, including highly polished shields or armor and even surfaces of water, can be used for this spell. Many spellcasters carry small mirrors with them for material components.
Mordenkainen's Force Missiles You create a powerful missile of magical force, which darts from your fingertips and unerringly strikes its target, dealing 2d6 points of damage. The missile then bursts in a 5-foot blast of force that inflicts half this amount of damage to any creatures in the area (other than the primary target). The primary target is not entitled to a saving throw against the burst, but creatures affected by the burst may attempt a Reflex save for half damage. If the missiles' burst areas overlap, secondary targets make only one saving throw attempt (and only one SR check, if applicable). A character can be struck by one missile (or more) and also be caught in the burst of another missile. In such a case, the character may attempt a Reflex save to halve the burst damage, and SR might apply. The missile strikes unerringly, even if the target is in melee or has anything less than total cover or concealment. A caster cannot single out specific parts of a creature. The spell can target and damage unattended objects. For every five caster levels, the caster gains one missile. A caster has two missiles at 9th level or lower, three missiles from 10th to 14th level, and four missiles at 15th level or higher. A caster can make more than one missile strike a single target, if desired. However, the caster must designate targets before rolling for SR or damage.
Nature's Rampart You shape a natural setting into a formidable defensive position. Usually this is used to prepare an open outdoor area such as a hillside or a forest, but a large natural cavern could be shaped into a divine rampart. Artificial structures or features are not affected, although a divine rampart could be positioned to fill a gap between two buildings or barricade an unpaved road. The effects of the spell depend on the terrain: Open Outdoor Site: A rampart or dike of earth 5 feet high and 5 feet thick at its base rises immediately behind a shallow ditch 5 feet wide and 5 feet deep along the perimeter of the site. Creatures behind the dike receive 75% cover. Attackers approaching on foot must scramble down into the ditch and then 10 feet up the dike (Climb DC 10). Rough Outdoor Site or Cavern: Loose stones and boulders, deadwood, and patches of dense briars are arranged to form a defensible wall 5 feet high and 2 feet thick at the base around the perimeter of the site. Creatures behind the wall receive 75% cover. Marshy or Low-Lying Site: In areas such as marsh, bog, swamp, or tundra, divine rampart cannot raise a wall, but instead creates a water-filled ditch 10 feet wide and 5 feet deep. Creatures forced to wade the ditch are reduced to one-eighth their normal movement (minimum 5 feet) and cannot charge or run. Material Components: A small quartz gem engraved with the image of an exquisite tiny castle, worth at least 100 gp.
Planar Familiar In order to cast this spell, you must have a familiar, special mount, animal companion, or other companion acquired as a class ability. The spell does not function on outsiders or undead. When you cast the spell, the target creature undergoes a transformation into a celestial, fiendish, axiomatic, or anarchic creature, depending on the alignment of your patron deity (or your alignment, if you have no patron deity). If your patron deity is good, the creature becomes celestial. If your patron deity is evil, the creature becomes fiendish. If your patron deity is lawful neutral, the creature becomes axiomatic, and if your patron deity is chaotic neutral, the creature becomes anarchic. The axiomatic and anarchic creature templates are detailed in Manual of the Planes. If the target creature is your familiar, it gains energy resistance, fast healing, damage reduction, and additional damage for its smite attack as though its Hit Dice were equal to your character level. Otherwise, use its actual Hit Dice to determine these qualities. If the target creature becomes axiomatic, its linked minds ability applies to you (and only to you). You cannot cast this spell on another character’s companion creature. Most creatures consider the transformation harmless and beneficial, but if the creature resists, a successful Fortitude save negates the spell. XP Cost: 500 XP.
Ray of Depletion A shimmering ray springs from your hand to disrupt the mental fabric of psionically empowered beings, causing them a loss of power points. You must succeed at a ranged touch attack to strike a target. The ray of depletion affects only targets possessing psionic power points. Non-psionic beings hit by a ray register some momentary unpleasant sensory awareness, but not so much as to disrupt an action or concentration. Affected targets suffer a temporary loss of a number of psionic power points equal to 1+ half the attacker's caster level (round down). Thus a 10th-level caster would deplete 6 points. The victim's available psionic power point total can never drop below 0. Lost psionic power points are regained through normal means.
Recitation By reciting a sacred passage or declaration from your holy writings, you bring special favor upon yourself and your allies while bringing disfavor to your foes. You and your allies gain a +2 luck bonus on attack rolls, weapon damage rolls, saves, and skill checks, while foes suffer a –2 penalty on such rolls. Sonic Blast You generate a deadly beam of sonic energy from your outstretched hand that deals 1d6 points of damage per caster level (maximum 10d6) to each creature within its area. The sonic blast may shove creatures in the area back along the path of the spell. Any creature failing its saving throw must make a Strength check (DC equal to damage inflicted by the spell); those who fail find themselves bull rushed directly away from the caster as if by a Large creature with a Strength score equal to the damage the spell inflicted. The spell moves with the target; see the bull rush description in Chapter Eight of the Player's Handbook for details on attacks of opportunity, stability modifiers, etc. If a creature is shoved back into a solid barrier such as a wall or a strong door, the creature sustains an additional 1d4 points of bludgeoning damage. Like a lightning bolt, the sonic blast damages or destroys objects in its path. If the damage caused to an interposing barrier such as a closed door shatters or breaks through it, the sonic blast may continue beyond the barrier if the spell's range permits; otherwise, it stops at the barrier. Material Components: A tiny glass cone.
Sirellyn's Superior Magnetism You fire a brilliant blue ray at a single creature or object within range. If your ranged touch attack succeeds, you charge the target with an intensely powerful magical magnetism effect. You can affect only objects made of metal, or creatures wearing or carrying metal armor, weapons, or gear. You can also choose to target a specific attended metal object in a creature's possession, such as a sword held in the hand. A metal-armored or metallic creature is instantly grappled (see below). The magical magnetism generated by Sirellyn's superior magnetism creates a zone of attraction with a radius of 30 feet around the affected creature or object. Every metallic object entering the zone of attraction is pulled toward the target creature or object by this attractive force, which has an effective Strength score of 10 + the caster's level (maximum 25). Every round in which metal creatures or creatures wearing metal armor remain within the zone of attraction, they must attempt an opposed Strength check against the force. If the attracted creature wins this contest, it suffers no ill effects this round. If it fails, it is entangled and drawn 10 feet closer to the creature or object at the center of the zone, +1 foot for every point by which it failed the opposed Strength check. Creatures carrying or holding metal objects may choose to release them, in which case the items fly to the creature or object at the center. If they instead hold onto them, they are treated as metal creatures. Unattended metal objects of 50 lb. or less in the zone of attraction (including items voluntarily released, as well as metallic missiles fired through the zone) fly with great force and strike the target, inflicting 1d6 points of damage per 5 lb. of weight (maximum 10d6). Objects heavier than 50 lb. are dragged 10 feet closer each round. Metal creatures or objects that reach the target of Sirellyn's superior magnetism become stuck fast to the target. (If the target is a metal or metal-armored creature, it is instantly stuck fast to itself by the spell.) Creatures stuck together this way are considered to be grappled and must first escape the grapple by defeating the attractive force in an opposed Strength check before they can try to move away or take any actions prohibited in a grapple. Similarly, an object stuck to the target must be wrested away with a Strength check before it can be used. If a creature or object within the zone of attraction is more than twice as heavy as the target of Sirellyn's superior magnetism, the subject is dragged to it instead of vice-versa. This naturally moves the zone of attraction, which may shift other creatures out of the magnetism's range of influence. Material Components: A small lodestone.
Summon Blood Elemental This spell summons a blood elemental to attack your enemies. It appears where you designate and acts immediately, on your turn. As soon as it arrives, you must designate its target or targets by pointing. If there are multiple creatures in the general area where you point, it attacks them all. Because of the blood elemental's incomprehensible nature (see the Incomprehensible special quality, below), it is not possible to communicate with it by any means that involves language (including a tongues spell or a monk's tongue of the sun and moon ability). Thus, you cannot redirect its attacks verbally, command it to take other actions, or otherwise control it in any way. A blood elemental cannot be dismissed the way other summoned creatures can. If there are no enemies present, or if the blood elemental destroys all the creatures designated as enemies before the duration of the spell ends, it either returns to its home plane voluntarily (25% chance) or attacks the nearest creature (75% chance), even if that creature is you. If it decides to continue attacking and there are multiple potential targets at the same distance, it chooses the one that seems weakest. When the spell duration expires, the creature disappears at the end of your turn if it has not already departed. Material Component: A drop of blood from a good creature.
Understand Object Understand object determines the non-magical functions of an object or technological item. The caster must handle or touch the object throughout the casting time and spell duration to gain any knowledge. If the item has more than one function, the spell identifies its most general or most likely use. Casters can gather further information about the item only through additional uses of the spell. Understand object does not reveal magical functions (as identify would), only mechanical operations. The spell is used most often to help casters understand the nature and use of an object from another technological level (such as a firearm found in a world where such weapons don't normally exist), or to gain some clues to extremely complex gadgets or puzzles. If used in the latter manner, however, this spell can prove very, very dangerous. Using understand object to figure out how a trapped device operates can be disastrous, as the spell does not distinguish a harmful nonmagical trap from any other gadget! And, since the spell starts with the easiest or most general effect first (and traps are often much easier to trigger than non-trap functions of an item), understand object may just tell you how to kill yourself. For example, a character might cast the spell on three interlocking rings found on what appears to be the locking mechanism of a box. The first use of the spell tells the caster that the interlocking rings are, indeed, a locking mechanism and they have to be turned in a certain way to cause a needle to spring out of the box (a trap, though the spell doesn't tell the caster that). On a second use of the spell, the caster learns that turning the interlocking rings also can cause the box to open. Since the interlocking rings have no other function, further uses of the spell reveal nothing. If opening the box causes a fire trap to go off in the opener's face, that is not revealed, since fire trap is a magical effect. But when the spell is used in its most basic way, it can be a boon to adventurers who encounter technological items and strange objects that they have no way of understanding without help. New exotic weapons, high-tech gadgets, and the like are the province of understand object. |
|||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
|
Animate Snow You imbue a mass of fallen snow with mobility and a semblance of life. The snow to be animated may be natural or magically created (as with the sleet storm spell). Snow animated by this spell is treated as an animated object. You can animate 1d3+2 Large animated objects, 1d3 Huge animated objects, or one Gargantuan animated object (see the Monster Manual entry for animated objects for statistics). The animated snow can assume any basic shape you wish, and it attacks as directed by your vocal commands. Animated snow possesses the Blind and Trample special attacks as detailed on page 18 of the Monster Manual for animated objects. In addition, they have the cold subtype, and do an additional 1d6 points of cold damage on a successful hit. Animated snow objects suffer 1d6 points of damage each round if they exist in a place with temperatures above freezing.
Anticold Sphere You bring into being a mobile, spherical energy field that protects against cold. All creatures within the area of the spell are immune to cold damage. In addition, the sphere prevents the entrance of any creature with the cold subtype. The effect hedges out such creatures in the area when it is cast. Note: This spell can be used only defensively, not aggressively; forcing an abjuration barrier against creatures that the spell keeps at bay collapses the barrier (see page 157 of the Player's Handbook).
Ice Assassin The ice assassin spell is in many ways an improved version of simulacrum. Developed by powerful frost mages who have more than their fair share of enemies to fight, an ice assassin is an effective way to destroy an enemy without putting yourself at risk. An ice assassin spell creates a living, breathing creature that is a near perfect duplicate of an already existing creature. The duplicate is formed entirely out of ice, but once the spell is in effect, it appears as an exact duplicate to all but its source, who always sees the ice assassin as an animated ice statue of himself. The ice assassin possesses all of the skills, abilities, and memories possessed by the original, but its personality is warped and twisted by an all-consuming need to slay the original. It also constantly uses locates creature on its duplicate at a caster level equal to your own. If its quarry is outside the range of this effect, the ice assassin must rely on its own cleverness or advice from you to track the original. In addition, the ice assassin has the cold subtype, which makes it immune to cold damage but imparts a weakness to fire damage (on a failed saving throw against a fire attack, the ice assassin suffers double damage). Creatures familiar with the original might detect the ruse with a successful Spot check. You must make a Disguise check (gaining a +10 circumstance bonus from the power of the spell) when you cast the spell to determine how good the likeness is. At all times, the ice assassin remains under your absolute command. You possess a telepathic link to the ice assassin, and when you concentrate, you receive a clear image of the area surrounding the ice assassin as if you were scrying on it. Further, you can have any spell you cast on yourself affect the ice assassin as well; this includes spells with a target of "You" only. These benefits persist as long as you and the ice assassin remain within a mile of each other. If the ice assassin travels beyond this range, it continues to function and seek out its nemesis, but you have no direct control over it. An ice assassin has no ability to become more powerful; it cannot increase its level or abilities. Damage caused to the ice assassin can be repaired only via a complex process requiring 1 day, 100 gp per hit point, and a fully equipped laboratory. If the ice assassin is reduced to 0 hit points by any damage save for fire damage, it explodes into a burst of icy shrapnel in a 20-foot radius that causes 1d6 points of cold damage for every other caster level you possess; a successful Reflex saving throw halves the damage done. An ice assassin slain by fire damage simply melts into a pool of water. Material Component: This spell is cast over the ice statue of the creature to be duplicated. Some portion of the creature to be duplicated (hair, nail, and so on) must be placed inside the ice statue as it is constructed. In addition, the spell requires powdered diamond worth 20,000 gp. XP Cost: 5,000.
Mantle of the Icy Soul Mantle of the icy soul permanently adds the cold subtype to the targeted creature. The recipient of a mantle of the icy soul becomes immune to cold damage, but takes double damage from fire unless a saving throw for half damage is allowed, in which case it takes half damage on a success or double damage on a failure. The skin, hair, and scales of the creature subtly change color to take on an icy blue tint, and its breath does not frost in cold temperatures. Material Component: A handful of ice or snow that must be pressed to the target's body. XP Cost: 2,000.
Snowsong Snowsong fills the area of effect with a soft snowfall that melts and evaporates on contact with anything solid. When you cast the spell, you must designate any creatures in the area of effect as allies or enemies. While the snow falls, all allies in the area hear a soft, lilting song that bolsters their spirits and confidence. At the same time, as the snow strikes their flesh, it melts and washes away scars, wounds, and filth. Allies under the effect of the snow gain a +6 enhancement bonus to their Charisma scores, a +4 morale bonus on all checks and attack rolls, and a +2 insight bonus to their Armor Class. In addition, the snow imparts fast healing 1 and cold resistance 30 to all affected allies. Enemies in the area of a snowsong have a much different experience. To them, the snow is bitterly cold and leaves scabs and angry welts when it lands on unprotected skin. They perceive the music as a discordant jangle of crashes, scrapes, and howls. As long as they remain in the area, they suffer a -6 enhancement penalty to their Charisma scores, a 20% miss chance to all melee attacks due to the swirling snow, and a 20% spell failure chance (for both divine and arcane spells) when casting any spells with a verbal component. In addition, enemies in the area suffer 1 additional point of cold damage each time they suffer damage from a physical or magical attack. Enemies can resist the effects of a snowsong with a successful Will saving throw. These benefits remain in place as long as the spell persists and as long as the target remains in the spell's area. If a creature leaves the spell's area, all effects stop until it returns to the snowsong's area of effect.
Winter's Embrace Winter's embrace covers the victim with sheets of ice and lumps of snow. If the victim resists the spell, the ice and snow instantly slough from its body, causing a mere 1d4 points of cold damage and ending the effect. If the victim fails to resist, the ice and snow cling tenaciously to its body and cause 1d8 points of cold damage per round. Each round, the victim can make a new Fortitude saving throw to avoid suffering damage that round. The second time a victim suffers damage from a single casting of winter's embrace, it becomes fatigued. The fourth time it suffers damage from the same spell, it becomes exhausted. |
|
Deepsong All that occurs in the depths of the Underdark is witnessed by the stone. Over the ages, an infinite legion of events has come to pass, and in their passing they have left their mark upon the stones of the Underdark. The stone tell spell allows you to "tap into" this resonance of events to a limited extent, but this bonding is only a scratching of the surface of the strange phenomenon known to a few as the deepsong. With this spell, you can attune your mind so you can experience the deepsong. The deepsong can be seen, felt, heard, and tasted, and it even makes itself known in more mystical ways to the subject of this spell. If you are above ground, the deepsong is muted and difficult to hear, and you quickly become oppressed and despondent, suffering a -4 morale penalty on all checks and attack rolls. While underground, however, you are filled with a sense of belonging and welcome as the susurrus of the deepsong envelops you. This grants a +2 morale bonus on all skill checks and attack rolls. While underground, you can also speak with the stones, which relate to you who or what has touched them as well as revealing what is covered or concealed behind or under them. The stones relate complete descriptions if asked. You can also gain knowledge of up to three facts from among the following subjects: the general layout of caverns and tunnels, plants and fungi, minerals, bodies of water, people, general animal population, presence of elemental creatures, and the presence of powerful abominations and undead. Note that a stone's perspective, perception, and knowledge may prevent the stone from providing the details you are looking for (as determined by the DM). You can speak with natural or worked stone. Focus: A 5-pound lump of stone harvested from a depth of at least two miles below ground and that has never been exposed to the light of the sun, moon, or stars.
Oozepuppet You telekinetically take control of the targeted ooze, manipulating it and forcing it to move and attack as you see fit. You can force the ooze to perform as you desire, within the limits of its abilities. Controlling the ooze's actions for an entire round is a move-equivalent action for you. When not directed to move, attack, or undertake any actions by you, the telekinetic forces hold the ooze immobile. The ooze has no mind, but its base instincts still cause it to resist this telekinetic control. If you force the ooze to take a self-destructive action, the ooze gains a new Fortitude saving throw to negate the effects of the spell. Once control is established, you must have line of sight to the ooze to manipulate it, but distance is not otherwise a factor, unless you and the ooze are on different planes (at which point the spell ends). You can manipulate the ooze while scrying upon it, for example.
Remove Scent The creature or object touched has all trace of an olfactory presence removed for the duration of the spell. The scent ability cannot detect a creature under the effects of a remove scent spell. It also negates the harmful side effects of the noxious stench exuded by certain creatures, such as ghasts, for the duration of the spell. Material Components: A pinch of unscented candle wax.
Sudden Stalagmite A razor sharp stalagmite bursts forth from the ground to impale the targeted creature. Although the target gains a Reflex save to halve the damage done, the stalagmite itself is nonmagic and is not subject to spell resistance. Airborne creatures within 10 feet of the ground gain a +4 bonus on this save, and creatures higher than this cannot be harmed by this spell. The stalagmite is about 1 foot wide at its base and up to 10 feet tall. If it encounters a ceiling before it reaches full size, it stops growing. The sudden growth of the stalagmite does 1d6 points of piercing damage per caster level (maximum 15d6). In addition, a target that fails to make a saving throw against this spell and takes damage from it is impaled on the stalagmite and cannot move from its current location until it makes an Escape Artist check (DC 15). The stalagmite can be removed in other ways, as well, such as with a stone shape spell. The victim can even break free with a successful Strength check (DC 25), although this deals an additional 3d6 points of slashing damage on the victim. The damage caused by this spell is nonmagical, but it penetrates damage reduction as if it were a +1 weapon.
Transmute Rock to Sickstone In the deepest reaches of the trenches of the Underdark, the very stones are said to be imbued with a fell energy. These stones glow with an unhealthy color that does not exist on the surface world, and any who tread too near these stones sicken and die over the course of several days. This material is known as sickstone, and this spell imbues normal stone with these deadly properties and then magnifies these properties even further so the debilitative effects occur almost instantly. Sickstone glows with a nauseating not-quite-green, not-quite-silver light that provides illumination to a radius of 40 feet. Any creature in range of this illumination must make a Fortitude saving throw each round or take 1d6 points of temporary Constitution damage. Only 1 point of temporary Constitution damage is taken if the saving throw is successful. Anyone who actually physically contacts the sickstone takes a -4 penalty on the saving throw, and any Constitution damage taken as a result becomes permanent Constitution drain. The damage caused by sickstone is caused by a magical disease, so creatures that are immune to magical diseases are immune to the effects of sickstone. Some particularly cruel wizards have been known to grant stone minions like golems, elementals, or shield guardians the ability to transform themselves into sickstone. A stone creature under the effects of a sickstone spell does 1d6 points of permanent Constitution drain to anything it strikes, unless the target makes a Fortitude save against this spell, in which case only 1 point of permanent Constitution drain is dealt. Once the spell expires, the affected stone becomes chalky and powdery. Its hardness is permanently cut in half (round fractions down) as a result. A stone creature with damage reduction has its damage reduction score lessened by 5/+1, as well. Stone lessened to a hardness of 0 or stone that gets lessened to a -1 in either part of the damage reduction score crumbles to dust. For example, if a stone creature originally has a damage reduction score of 5/+1, it gets lessened to 0/0 when the spell expires. If the creature had 10/silver as its damage reduction score, it changes to 5/-1 (silver), which means that it crumbles to dust. |
|
Blood
Sirocco Blood sirocco creates a hot, stifling wind that tears across the landscape, kicking up clouds of dust and sand and moving in the direction you are facing. The force of the blood sirocco automatically extinguishes candles, torches, and similar unprotected flames. It causes protected flames, such as those of lanterns, to dance wildly and has a 50% chance to extinguish these lights. Creatures caught in the area of this severe wind may be affected (see Dungeon Master's Guide for details about severe wind effects on creatures). Any creature is entitled a saving throw each round to ignore the effects of the blood sirocco. Those who fail to save against the stifling winds of a blood sirocco quickly become dehydrated (see page 86 of the Dungeon Master's Guide) as the supernatural winds blow through their bodies, carrying away tiny streamers of blood and moisture and carrying it on the wind as a fine mist. Each round an affected creature remains in the area of effect and fails a Fortitude saving throw, this leaching of blood causes 1d6 points of damage and 1 point of temporary Strength damage. Additionally, a creature that suffers damage from a blood sirocco is dazed and can take no actions for 1 round. He can defend himself from attack. (Undead and constructs are not subject to any of these dehydration effects.) If cast in an already dry region, such as in a desert, the blood sirocco's duration increases by a number of rounds equal to the caster's Wisdom bonus. Dune Tomb This spell can affect only creatures who are in contact with a sand dune that is at least twice as large as the largest creature targeted. You can target up to one creature per level, but all of the targets must be within 60 feet of each other. All targeted creatures who fail to resist the dune tomb effect sink down into the dune to a depth equal to twice their height and are magically held for as long as the spell persists. During this time, they do not need to eat, drink, or breathe, and they do not heal damage (to hit points or to ability scores), but they do continue to age normally. Each day that passes after the initial casting, a victim must make another Will save or suffer 1 point of permanent Wisdom drain as their mind slowly begins to fall apart under the strain of the inky isolation. As long as the spell remains in effect, the caster can communicate to any of the entrapped victims in a manner identical to that provided by the sending spell, save that there is no limit to the number of words that can be transmitted. Communicating in this manner requires concentration, and it removes the need for the victim to make a Will save to prevent Wisdom drain until another 24 hours pass after the communication ends. The victims can reply as they wish, but the caster can always opt to end the conversation as a free action, plunging the victim back into isolation. The caster can release any or all of the victims at will by dismissing the magic entrapping the victim in question. A mental ping informs you if the victim leaves the tomb. The freedom spell can free the imprisoned person, but only if it's cast within 60 feet of where the person is entombed. Magical search by a crystal ball, a locate object spell, or some other similar divination does not reveal the fact that a creature is entombed, but discern location does. Desert spellcasters often use this spell to entrap enemies, promising them freedom in return for information. Material Component: A hollow gold 1-inch square box containing sand and a mummified body part from any genie. The gold box must be worth at least 2,000 gp. Heatstroke You cause the targeted creature to suffer as if it had been toiling for hours on end under the merciless hammer of the desert sun. If the target fails to resist the spell, it immediately becomes fatigued. If the target is already fatigued, it instead becomes exhausted. The target suffers 2d6 points of subdual damage from the oppressive heat as well, even if he or she makes the Fortitude saving throw to avoid fatigue or exhaustion. Sandform When you cast this spell, your body, along with all equipment worn or carried, transforms into living sand. You take the form of an ooze, and you are immune to poison, sleep, paralysis, stunning, and polymorphing, for the duration of the spell. You can still be affected by mind-affecting spells since, unlike oozes, you still possess a mind and retain your Intelligence, Wisdom, and Charisma scores. You are not subject to critical hits or flanking. You become blind, but gain the blindsight special quality, which allows you to sense vibrations and subtle changes in the air around you, granting you "vision" of a sort to a range of 60 feet. You also retain your base attack bonus, base saves, alignment, level, class, type (and subtype), extraordinary abilities, spells, and spell-like abilities, but not your supernatural abilities. You can cast spells for which you have components. The new form can be disorienting. Any time you are in a demanding situation (such as combat), you must succeed at a Will save (DC 19) or suffer a -2 penalty on all attack rolls, saves, skill checks, and ability checks until the situation passes. Upon death, you revert to your original form. Your new form makes you difficult to kill, and, as a result, you gain a number of bonus hit points equal to your size, as detailed on the following table.
While in sand form, you have a speed of 20 feet. You can pass through openings as small as a quarter of an inch in diameter, although passing through an opening two size categories smaller than you takes a full round action. You also gain a natural attack: an abrasive slam with a gritty pseudopod that grants 5 additional feet of reach. The number of times you can attack with this pseudopod each round is determined by your base attack, and you apply 1.5 times your Strength bonus on any damage done as if you were attacking with a two-handed weapon. A successful hit does a base of 1d8 points of slashing and bludgeoning damage. In sandy deserts or on sandy beaches, you gain a +10 circumstance bonus on all Hide checks and one-quarter concealment (attacks against you suffer a 10% miss chance). This natural attack form is the only natural attack form you can use while in this state. Material Component: A handful of sand taken from an elemental with the earth subtype. |
|
Servant's Guise Servant's guise allows you to subtly alter your clothing, weapons, and equipment, but not your form, features, or body type, in a manner that makes you unworthy of notice. You must choose the style of clothing and decide what your weapons and equipment look like or whether they appear at all. This spell does not alter the perceived tactile (touch) or audible (sound) properties of you or your equipment. A battleaxe made to look like a dagger or a sash still functions as a battleaxe. If you use this spell to create a disguise, you get a +5 bonus on the Disguise check. Note: Creatures get Will saves to recognize the glamer as an illusion if they interact with it (such as by touching you and having that not match what they see, in the case of this spell.)
Greater Trackless Domain This spell, an improved version of trackless domain, affects a larger area and allows the caster to select which beings leave tracks in the domain, and which do not. The caster can select one creature, or one subtype of creature (for example, bears as a subtype of animals), per caster level. The selected creatures do not leave any trace in the trackless domain, and all other creatures leave normal signs of their passage. Thus, the caster can set up a trackless domain that allows him to track certain creatures, and not others. For example, if a caster was investigating an area where a lot of one type of animal, say wolves, lived, but wanted to find the elf bounty hunter hiding among them, the caster could set the area so that the elf's tracks remain, and other normal tracks for the area are excluded. It is also useful for hiding the passage of selected people, say a group of adventurers, while not eradicating all tracks in the area.
Obliterate Tracks This spell obliterates all tracks and signs of passage in the area of effect. Scents vanish, broken twigs are repaired, and the area looks as if no one has passed through it in at least a month. The effect is instantaneous, and subsequent signs of passage remain. The spell cannot eliminate the tracks of Huge or larger creatures. Further, it cannot repair anything more than tiny branches on plants; it is not a plant healing spell and does not cure wounds (hit points) suffered by plants.
Trackless Domain This spell creates an area in which no creatures can be tracked. In effect, all creatures passing through the area are affected by a pass without trace spell. The trackless effect affects beings only within the area of effect of the spell; once subjects leave the area they can be tracked normally. For example, if a bear passed into the trackless domain, it would suddenly cease to leave tracks, scent, or any sign of passage. If the bear later left the area at a different point, tracks and scent would resume. |
|
Steely Focus Steely focus allows its target to resist magical distractions more easily. In place of a Will saving throw to resist the effects of a distracting spell (one that causes the target to lose actions) such as Tasha's hideous laughter or daze, the target of this spell can substitute a Concentration check. Further, the spell grants a +4 bonus on Concentration checks, and this bonus stacks with all other bonuses. Against mundane distractions requiring a Concentration check, this spell grants only the +4 bonus. |
|
Breath of the Jungle With this spell, you enhance and bolster any toxins (poisons or diseases) in the area of effect. The DC for any poison or disease increases by +2 for as long as the poison or disease remains in the mist. This applies equally to natural toxins, such as a snake's poison or the disease spread by a dire rat, and to magical toxins, such as those created by spells like poison or contagion. If this spell takes effect in a region dominated by rainforests, its effects are much greater. The spell actually draws forth miniscule amounts of venom and disease from the countless vermin and poisonous plants that infest these regions and then manifests these toxins as a thin green mist. This mist does not provide any level of concealment, but any creature that breathes in these noxious vapors must make a Fortitude saving throw or take 2 points of temporary Intelligence damage since the toxins cause dizziness and hallucinations. A new Fortitude saving throw must be made once per minute spent within the spell's mist to avoid further Intelligence damage. Animals, plants, and vermin, as well as creatures that are immune to disease or poison, are immune to this toxin.
Green Oath Casting the green oath requires a 10-minute ritual while you chant invocations to the surrounding plant life, beseeching the vegetation to accept you as a sibling and friend. When the casting is complete, your flesh turns a lush shade of green and your hair grows tangled and sprouts leaves or even flowers. You exude an earthy scent for the duration of the green oath. This gives you a +10 circumstance bonus on your Disguise check if you are masquerading as a plant or plant creature and the observer is using only the Scent ability to observe you. It also raises the DC to successfully track you through natural environments by +10. You can now move through natural, magic, or enchanted thorns, briars, and overgrown areas and similar terrain at your normal speed and without taking damage or other impairment. Plant creatures take a -4 circumstance penalty on attack rolls against you; this penalty increases to -8 for grapple checks. You also gain one of the following benefits of the plant type when you cast the spell. The benefit granted does not change for the duration of the casting, and you can choose a new benefit the next time you cast the green oath. If you wish, you can cast this spell on yourself multiple times; the majority of the benefits provided by the spell do not stack with themselves, but you can select a different benefit from the following list each time you cast the spell.
The effects of this spell are temporarily suppressed if you enter a region with little or no natural plant life (such as a barren desert or city). The spell's duration continues to run down while in an area of little vegetation, and if you re-enter a verdant region before it expires, the effects instantly return. Focus: A natural region with abundant plant life. Traditionally, this spell is cast in a region dominated by rainforest, but it functions in any wilderness region except for underground, barren deserts, glaciers, deep underwater, or in any civilized region such as a town or city.
Junglerazer A path of destructive energy springs forth from you, instantly destroying all natural plant life in the area and leaving in its wake a neat path sprinkled with a fine layer of ash on the ground. Druids, fey, vermin, plants creatures, and animals caught in the path are horribly blackened and burnt as if by invisible fire and take 1d6 points of damage per caster level (maximum 15d6). Although the effects of this damage look like burns, the damage is caused by invisible and silent waves of negative energy. Material Component: A pinch of ash from a burnt plant.
Jungle's Rapture This terrible curse causes the targeted creature (including plant creatures) to slowly transform into a normal healthy plant. The creature targeted by this spell immediately takes 1d6 points of permanent Dexterity drain and loses the ability to digest food. This drain manifests as a hardening of the limbs and skin as the victim's flesh slowly turns to wood. Each day that passes, the victim takes an additional 1d6 points of permanent Dexterity drain. Any Dexterity points drained by this spell cannot be restored by anything less than a greater restoration spell, and even this potent spell cannot prevent further drain that may occur in following days. If the victim survives long enough, it eventually begins to starve to death. Rules for starvation appear in Chapter 3 of the Dungeon Master's Guide. Once a victim of jungle's rapture is drained to 0 Dexterity, it immediately transforms into a normal plant of the same size as its original body. Aside from radiating an aura of Transmutation magic, the plant is a normal plant (with no Intelligence, Wisdom, or Charisma score) until it dies a natural plant death. Jungle's rapture is a curse, and as such it cannot be dispelled. It can be removed with a break enchantment, limited wish, miracle, or wish spell. Remove curse works only if the caster is of an equal or higher caster level than your caster level at the time you cast jungle's rapture. The spell can be dismissed by the caster as a free action.
Rankletaste This spell generates a false and powerfully wretched taste on the target. The target gives off no noticeable odor, but anyone who tastes the target must make a Will save or be nauseated for 1 round. This includes any creature that makes a successful bite attack against the target; the bite attack does not need to damage the target to force the attacker to make a Will save. A creature that swallows something affected by rankletaste must make the Will save each round for the spell's duration or become nauseated for 1d4 rounds. Once the creature becomes nauseated, it vomits the swallowed creature or object up and need not make further Will saves unless it again tastes the target. Material Component: A tiny chunk of rotten meat that has been marinated in skunk's musk.
Vortex of Teeth A vortex of teeth manifests as a swirling, spiraling storm of magically created incorporeal piranha that swim through the surrounding region. Unfortunately for creatures in the area of effect, the ravenous teeth of the magic piranha solidify upon contact with flesh. All creatures in the area of effect of a vortex of teeth take 2d6 points of damage per round. A successful Reflex save halves this damage. The damage caused is a force effect, and thus bypasses damage reduction and can harm incorporeal creatures. Objects cannot be damaged by a vortex of teeth. Material Component: A piranha's tooth. |
|
Waves of Fatigue Waves of negative energy render all living creatures in the spell's area fatigued. This spell has no effect on a creature that is already fatigued.
Waves of Exhaustion Waves of negative energy cause all living creatures in the spell's area to become exhausted. This spell has no effect on a creature that is already exhausted. |