Sorcerer/Wizard Level 2: Difference between revisions

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This spell functions like daze, but daze monster can affect any one living creature of any type. Creatures of 7 or more HD are not affected.<br>
This spell functions like daze, but daze monster can affect any one living creature of any type. Creatures of 7 or more HD are not affected.<br>
== Dance of Ruin ==
'''School:'''Necromancy [Evil]<br>
'''Components:'''V,S<br>
'''Casting Time:'''1 Standard Action<br>
'''Range:'''25 ft. + 5 ft./2 Levels<br>
'''Target:'''Blast centered on caster<br>
'''Duration:'''Instant<br>
'''Saving Throw:'''Reflex half<br>
'''Spell Resistance:'''Yes<br>
To cast this spell the caster dances wildly and chants. After she finishes her dance, a wave of crackling energy outward up to the extent of the range. All non outsiders (including the caster) caught in the wave take 2d20 damage.<br>


== Delusions of Grandeur ==
== Delusions of Grandeur ==

Revision as of 21:07, 10 June 2008

Custom Content

Aiming at the Target

School:Abjuration
Components:S
Casting Time:1 Standard Action
Range:Personal
Target:You
Duration:1 Minute / Rank of Concentration
Meta Magic:Quicken, Still, Extend, Persistent

As you intone the words of power to release this spell, you feel far more focused on the spell that you are next to cast. When you cast this spell, you increase your ability to concentrate on another spell. Aiming at the Target gives you a +6 circumstance bonus on Concentration checks. The duration of the spell is 1 minute per rank in the concentration skill you currently have. This spell will not stack with itself nor will multiple castings improve each other.

Baleful Transposition

School:Conjuration (Teleportation)
Components:V
Casting Time:1 Standard Action
Range:Medium
Target:One Creature and Yourself
Duration:Instant
Saving Throw:Will Negates (If Hostile)
Spell Resistance:Yes (If Hostile)
Meta Magic:Silent,Quicken

Seeing your friend imperiled, you act swiftly. With a word, the enemy is leapt away while you stand beside your ally. You and a target creature instantly swap positions. Objects carried by you and the creature go with them, but other creatures do not. If the creature succeeds on its Will save, the spell is negated.

Blast of Force

School:Evocation [Force]
Components:V,S
Casting Time:1 Standard Action
Range:Medium
Target:One target
Duration:Instant
Saving Throw:Fortitude partial
Spell Resistance:Yes
Meta Magic:Still,Silent,Extend,Quicken,Maximize,Empower

Drawing upon magic in its purest form, you send invisible energy whistling through the air to batter your foe. You must succeed on a ranged touch attack with the ray to strike a target. A blast of force deals 1d6 points of damage per 2 caster levels (maximum 5d6). In addition, a successful hit forces the subject to make a fortitude save or be knocked prone for one round.

Burning Sword

School:Evocation [Fire]
Components:V,S
Casting Time:1 Standard Action
Range:Touch
Target:Weapon Touched
Duration:1 Min./Level
Meta Magic:Extend,Persist

By chopping your hand like an axe and uttering the last few phrases of the spell, you cause the weapon you've touched to become wreathed in flickering flames. The flames from this spell shed light out to 30 feet. These flames do not harm the weapon or its wielder, but for the duration of the spell, it delivers fire damage in addition to its normal damage. The enchanted weapon deals an extra 1d6 points of fire damage on a successful hit. Also, on a critical hit, the weapon deals an additional 1d6 damage.

Daze Monster

School:
Components:
Casting Time:
Range:Medium (100 ft.)
Target:One living creature of 6 HD or less
Duration:
Saving Throw:
Spell Resistance:

This spell functions like daze, but daze monster can affect any one living creature of any type. Creatures of 7 or more HD are not affected.

Dance of Ruin

School:Necromancy [Evil]
Components:V,S
Casting Time:1 Standard Action
Range:25 ft. + 5 ft./2 Levels
Target:Blast centered on caster
Duration:Instant
Saving Throw:Reflex half
Spell Resistance:Yes

To cast this spell the caster dances wildly and chants. After she finishes her dance, a wave of crackling energy outward up to the extent of the range. All non outsiders (including the caster) caught in the wave take 2d20 damage.

Delusions of Grandeur

School:Illusion (Phantasm) [Mind Effecting]
Components:V
Casting Time:1 Standard Action
Range:Medium
Target:One Creature
Duration:10 Mins./Level
Saving Throw:Will negates
Spell Resistance:Yes
Meta Magic:Silent,Extend,Quicken

By shouting flattering comments at your intended subject, you release the energy of the spell. The target of your spell glows momentarily with a white nimbus of crackling energy that fades to a sickly gray before disappearing completely. This powerful phantasm fools the subject into believing itself more competent and safe then it really is. This spell make any action the subject considers attempting seem easily accomplished, requiring only a token effort. Deadly wounds seem like mere scratches, stalwart foes appear weak and intimidated, and the subjects own attacks seem stronger and more effective. As a result of its skewed perceptions, the subject takes a -2 penalty on attack rolls, saves, skill checks, and to Wisdom as well.

Discern Shapeshifter

School:Divination
Components:V,S,M
Casting Time:1 Standard Action
Range:Medium
Target:One Creature
Duration:Instant
Meta Magic:Still,Silent,Quicken

The smell of wet animal dander assaults your nose even as the perfume of the material component fades. You feel suddenly more suspicious of beings around you, as if some of them might not be what they seem. You can see if the subject of the spell is in its natural form and if it is inherently a shapeshifter.

Original Content