diff --git a/docs/english-bgeesod-all-items-diff.html b/docs/english-bgeesod-all-items-diff.html index 90c3dc0..ed64d54 100644 --- a/docs/english-bgeesod-all-items-diff.html +++ b/docs/english-bgeesod-all-items-diff.html @@ -214,11 +214,10 @@ STATISTICS: -Charge abilities: -- Ability 1 (50 charges, the item is destroyed when all charges are used) - Base Armor Class: 4 for 1 hour - Armor Class: +2 vs. missile attacks for 1 hour - Immunity to Magic Missile spell for 1 hour +Charge ability (50 charges, the item is destroyed when all charges are used): +- Base Armor Class: 4 for 1 hour +- Armor Class: +2 vs. missile attacks for 1 hour +- Immunity to Magic Missile spell for 1 hour Weight: 1
Amulet of Metaspell Influence: The Amplifier @@ -249,11 +248,9 @@ STATISTICS: -Charge abilities: -- Ability 1 (50 charges, the item is destroyed when all charges are used) - Cure horror - Dispels and protects from effects of the spell Horror on the wearer permanently - Immunity to charms, sleep, paralysis, confusion, Feeblemindedness, horror, alignment detection, stun, panic and psionic abilities for 1 turn +Charge ability (50 charges, the item is destroyed when all charges are used): +- Cure horror +- Immunity to charms, sleep, confusion, paralysis, Feeblemindedness, horror, alignment detection, stun, panic and psionic abilities for 1 turn Weight: 1
A silver amulet containing powdered wolfsbane. @@ -312,10 +309,9 @@ Equipped abilities: - Immunity to poison -Charge abilities: -- Ability 1 (1x per day) - Neutralizes poisons infecting the target - Sobering up the target +Charge ability (1x per day): +- Neutralizes poisons infecting the target +- Sobering up the target Weight: 1
A heart-sized sapphire sits at the end of a thin silver wire. When worn, this periapt radiates life energy, infusing the wearer with power. The inscription on the back reads: "Against Death we must all fail, but with this gem we may still prevail!" @@ -457,7 +453,7 @@ STATISTICS: Combat abilities: -- Poisons the target, inflicting 1 damage per second for 20 seconds (save vs. Death neg.) (Inefficace contre les undead, the golems and the creatures immune to poisons) +- Poisons the target, inflicting 1 damage per second for 20 seconds (save vs. Death neg.) (Ineffective against undead, the golems and the creatures immune to poisons) Damage: 1d6 (Missile) Launcher: Bow @@ -600,7 +596,7 @@ STATISTICS: Combat abilities: -- Poisons the target, inflicting 1 damage every 3 seconds for 40 seconds (save vs. Death neg.) (Inefficace contre les undead, the golems and the creatures immune to poisons) +- Poisons the target, inflicting 1 damage every 3 seconds for 40 seconds (save vs. Death neg.) (Ineffective against undead, the golems and the creatures immune to poisons) Damage: 1d6 (Missile) Launcher: Bow @@ -640,7 +636,7 @@ STATISTICS: Combat abilities: -- 2 % chance 2 % chance que l'arme se brise (Inefficace si le chapitre en cours est supérieur ou égal au 6) +- 2 % chance of breaking (Effective during the iron crisis) Damage: 1d8 (Slashing) Speed Factor: 7 @@ -1576,8 +1572,8 @@ STATISTICS: Combat abilities: -- Inflicts 1d6 +3 magic damage to the target (Inefficace contre les undead) -- Reduces the Strength of the target by 1 for 5 rounds (Inefficace contre les créatures possédant une force inférieure à 2) (save vs. Spells neg.) (Inefficace contre les undead) +- Inflicts 1d6 +3 magic damage to the target (Ineffective against undead) +- Reduces the Strength of the target by 1 for 5 rounds (Ineffective against créatures possédant une force inférieure à 2) (save vs. Spells neg.) (Ineffective against undead) Enchantment: +3 THAC0: +3 @@ -1699,7 +1695,7 @@ Combat abilities: - Returns to the wielder's hand when thrown -- 34 % chance 34 % chance to poison the target, inflicting 1 damage per second for 2 rounds (not cumulative) (Inefficace contre les undead, the golems and the creatures immune to poisons) (save vs. Death neg.) +- 34 % chance to poison the target, inflicting 1 damage per second for 2 rounds (not cumulative) (Ineffective against undead, the golems and the creatures immune to poisons) (save vs. Death neg.) Enchantment: +2 THAC0: +2 @@ -1778,10 +1774,8 @@ Enchantment: +1 THAC0: +1 -Damage (Thrown): 1d6 +2 -Damage (Melee): 1d6 +1 -Damage Type (Thrown): Missile -Damage Type (Melee): Slashing +Damage (Thrown): 1d6 +2 (Missile) +Damage (Melee): 1d6 +1 (Slashing) Speed Factor (Thrown): 3 Speed Factor (Melee): 4 Proficiency Type: Axe @@ -1820,7 +1814,7 @@ Combat abilities: - Returns to the wielder's hand when thrown - Inflicts 2 magic damage vs. humans -- 21 % chance 21 % chance to confuse the target for 3 rounds (save vs. Spells neg.) +- 21 % chance to confuse the target for 3 rounds (save vs. Spells neg.) Enchantment: +1 THAC0: +1 @@ -1854,7 +1848,6 @@ - Saving Throws: +1 - Luck: +1 (not cumulative) - Thief skills: +5 % -- Dispels and protects from effects of the spell Luck on the wearer for 1 second - Immunity to Luck spell Weight: 2
Fashioned from the finest doeskin available, this pair of gloves was obviously designed for gnomish hands (though dwarves and other shorter races might also be able to use them). For the right wearer, the gloves offer protection and comfort in equal proportion. Fitting like a second skin, the user becomes more sensitive to what their hands are doing; this added focus increases the wearer's nimbleness and dexterity. @@ -2894,8 +2886,8 @@ STATISTICS: Combat abilities: -- Inflicts 1d4 +4 magic damage to the target (Inefficace contre les undead) -- Reduces the Strength of the target by 1 for 5 rounds (Inefficace contre les créatures possédant une force inférieure à 2) (save vs. Spells neg.) (Inefficace contre les undead) +- Inflicts 1d4 +4 magic damage to the target (Ineffective against undead) +- Reduces the Strength of the target by 1 for 5 rounds (Ineffective against créatures possédant une force inférieure à 2) (save vs. Spells neg.) (Ineffective against undead) Enchantment: +3 THAC0: +3 @@ -3012,8 +3004,6 @@ Equipped abilities: - Charisma: +1 - Immunity to horror and panic -- Restore the wearer's morale -- Cure horror - Immune the wearer to horror and panic for 7 seconds, per round - Prevents the use of thief skills - Prevents the use of Hide in shadows @@ -3119,7 +3109,6 @@ STATISTICS: Equipped abilities: -- Immunity to Golem Slow and Slow spells - Immunity to slowness - Cold Resistance: +40 % @@ -3208,28 +3197,27 @@ - Arcane Caster Level: +1 - Lore: +10 -Charge abilities: -- Ability 1 (10x per day) - 6 % chance to create 1 "Glitterdust" in the wearer's inventory - 6 % chance to create 1 "Slow" in the wearer's inventory - 5 % chance to create 1 "Knock" in the wearer's inventory - 5 % chance to create 1 "Invisibility" in the wearer's inventory - 5 % chance to create 1 "Identify" in the wearer's inventory - 5 % chance to create 1 "Blindness" in the wearer's inventory - 5 % chance to create 1 "Mirror Image" in the wearer's inventory - 5 % chance to create 1 "Fireball" in the wearer's inventory - 5 % chance to create 1 "Haste" in the wearer's inventory - 5 % chance to create 1 "Dire Charm" in the wearer's inventory - 5 % chance to create 1 "Clairvoyance" in the wearer's inventory - 5 % chance to create 1 "Monster Summoning I" in the wearer's inventory - 5 % chance to create 1 "Blur" in the wearer's inventory - 5 % chance to create 1 "Alveus Note 01" in the wearer's inventory - 5 % chance to create 1 "Alveus Note 02" in the wearer's inventory - 5 % chance to create 1 "Alveus Note 03" in the wearer's inventory - 5 % chance to create 1 "Alveus Note 04" in the wearer's inventory - 5 % chance to create 1 "Alveus Note 05" in the wearer's inventory - 5 % chance to create 1 "Alveus Note 06" in the wearer's inventory - 4 % chance to create 1 "Alveus Note 07" in the wearer's inventory +Charge ability (10x per day): +- 6 % chance to create 1 "Glitterdust" in the wearer's inventory +- 6 % chance to create 1 "Slow" in the wearer's inventory +- 5 % chance to create 1 "Knock" in the wearer's inventory +- 5 % chance to create 1 "Invisibility" in the wearer's inventory +- 5 % chance to create 1 "Identify" in the wearer's inventory +- 5 % chance to create 1 "Blindness" in the wearer's inventory +- 5 % chance to create 1 "Mirror Image" in the wearer's inventory +- 5 % chance to create 1 "Fireball" in the wearer's inventory +- 5 % chance to create 1 "Haste" in the wearer's inventory +- 5 % chance to create 1 "Dire Charm" in the wearer's inventory +- 5 % chance to create 1 "Clairvoyance" in the wearer's inventory +- 5 % chance to create 1 "Monster Summoning I" in the wearer's inventory +- 5 % chance to create 1 "Blur" in the wearer's inventory +- 5 % chance to create 1 "Alveus Note 01" in the wearer's inventory +- 5 % chance to create 1 "Alveus Note 02" in the wearer's inventory +- 5 % chance to create 1 "Alveus Note 03" in the wearer's inventory +- 5 % chance to create 1 "Alveus Note 04" in the wearer's inventory +- 5 % chance to create 1 "Alveus Note 05" in the wearer's inventory +- 5 % chance to create 1 "Alveus Note 06" in the wearer's inventory +- 4 % chance to create 1 "Alveus Note 07" in the wearer's inventory Weight: 3
The mage who crafted this strange dagger was obsessed with the four elemental planes and sought to create a means to join them together. Opening portals to all of them at once, he managed to join their energies together to enchant this relic, giving it properties of each plane. @@ -3334,12 +3322,11 @@ STATISTICS: -Charge abilities: -- Ability 1 (30x per day) - 9 % chance to create 1 "Bloodstone Gem", "Moonstone Gem", "Waterstar Gem", "Ziose Gem", "Chrysoberyl Gem", "Star Diopside Gem" or "Shandon Gem" in the wearer's inventory - 6 % chance to create 1 "Fire Agate Gem", "Lynx Eye Gem", "Sunstone Gem", "Turquoise Gem", "Skydrop Gem", "Andar Gem", "Jasper Gem", "Tchazar Gem", "Zircon Gem" or "Iol Gem" in the wearer's inventory - 4 % chance to create 1 "Aquamarine Gem", "Garnet Gem", "Horn Coral Gem", "Pearl", "Sphene Gem", "Black Opal", "Water Opal" or "Moonbar Gem" in the wearer's inventory - 2 % chance to create 1 "Star Sapphire", "Diamond", "Emerald" or "Beljuril" in the wearer's inventory +Charge ability (30x per day): +- 9 % chance to create 1 "Bloodstone Gem", "Moonstone Gem", "Waterstar Gem", "Ziose Gem", "Chrysoberyl Gem", "Star Diopside Gem" or "Shandon Gem" in the wearer's inventory +- 6 % chance to create 1 "Fire Agate Gem", "Lynx Eye Gem", "Sunstone Gem", "Turquoise Gem", "Skydrop Gem", "Andar Gem", "Jasper Gem", "Tchazar Gem", "Zircon Gem" or "Iol Gem" in the wearer's inventory +- 4 % chance to create 1 "Aquamarine Gem", "Garnet Gem", "Horn Coral Gem", "Pearl", "Sphene Gem", "Black Opal", "Water Opal" or "Moonbar Gem" in the wearer's inventory +- 2 % chance to create 1 "Star Sapphire", "Diamond", "Emerald" or "Beljuril" in the wearer's inventory Enchantment: +1 THAC0: +1 @@ -3380,10 +3367,8 @@ Enchantment: +1 THAC0: +1 -Damage (Thrown): 1d4 +1 -Damage (Melee): 1d3 +1 -Damage Type (Thrown): Missile -Damage Type (Melee): Piercing +Damage (Thrown): 1d4 +1 (Missile) +Damage (Melee): 1d3 +1 (Piercing) Speed Factor (Thrown): 1 Speed Factor (Melee): 2 Proficiency Type: Dagger @@ -3415,10 +3400,7 @@ Combat abilities: - Inflicts 1 acid damage to the target -- 16 % chance - - 16 % chance to inflict 1 acid damage to the target after 1 round (not cumulative) (Inefficace contre les créatures immunisées à l'acide) - - 16 % chance to inflict 1 acid damage to the target after 2 rounds (not cumulative) (Inefficace contre les créatures immunisées à l'acide) - - 16 % chance to inflict 1 acid damage to the target after 3 rounds (not cumulative) (Inefficace contre les créatures immunisées à l'acide) +- 16 % chance to inflict 1 acid damage to the target every round for 3 rounds after 1 round (not cumulative) (Ineffective against créatures immunisées à l'acide) Enchantment: +2 THAC0: +2 @@ -3600,13 +3582,10 @@ STATISTICS: Equipped abilities: -- On a critical hit caused by this weapon; - - Inocule une maladie qui diminue de 2 la force of the target for 1 turn (not cumulative) (Inefficace contre les undead, the golems, the elementals and the spirits) - - Inocule une maladie qui diminue de 2 la dextérité of the target for 1 turn (not cumulative) (Inefficace contre les undead, the golems, the elementals and the spirits) +- On a critical hit caused by this weapon; Inocule une maladie qui diminue de 2 the Strength and the Dexterity of the target for 1 turn (not cumulative) (Ineffective against undead, the golems, the elementals and the spirits) Combat abilities: -- Inflicts 1 piercing damage to the target (Inefficace contre les undead, the golems, the elementals, the slimes, the mists, the plants and the spirits) -- Inflicts 1 piercing damage to the target after 1 round (Inefficace contre les undead, the golems, the elementals, the slimes, the mists, the plants and the spirits) +- Inflicts 1 piercing damage to the target every round for 2 rounds (Ineffective against undead, the golems, the elementals, the slimes, the mists, the plants and the spirits) Enchantment: +1 THAC0: +1 @@ -3641,7 +3620,7 @@ Combat abilities: - Inflicts 1d2 cold damage to the target -- Si the target est immunisé au feu; Slows the target (save vs. Spells neg.) +- Si the target est immunisé au feu; Slows the target for 3 rounds (save vs. Spells neg.) Enchantment: +2 THAC0: +2 @@ -3718,8 +3697,8 @@ Combat abilities: - Bonuses to hit and damage based on Strength do not apply to this weapon -- Inflicts 1d4 +4 magic damage to the target (Inefficace contre les undead) -- Reduces the Strength of the target by 1 for 5 rounds (Inefficace contre les créatures possédant une force inférieure à 2) (save vs. Spells neg.) (Inefficace contre les undead) +- Inflicts 1d4 +4 magic damage to the target (Ineffective against undead) +- Reduces the Strength of the target by 1 for 5 rounds (Ineffective against créatures possédant une force inférieure à 2) (save vs. Spells neg.) (Ineffective against undead) Enchantment: +3 THAC0: +3 @@ -3746,10 +3725,8 @@ Charge abilities: - Thrown (one-time use) -Damage (Thrown): 1d4 +1 -Damage (Melee): 1d3 +1 -Damage Type (Thrown): Missile -Damage Type (Melee): Crushing +Damage (Thrown): 1d4 +1 (Missile) +Damage (Melee): 1d3 +1 (Crushing) Speed Factor (Thrown): 3 Speed Factor (Melee): 4 Proficiency Type: War Hammer @@ -3777,10 +3754,8 @@ Enchantment: +1 THAC0: +1 -Damage (Thrown): 1d4 +2 -Damage (Melee): 1d3 +2 -Damage Type (Thrown): Missile -Damage Type (Melee): Crushing +Damage (Thrown): 1d4 +2 (Missile) +Damage (Melee): 1d3 +2 (Crushing) Speed Factor (Thrown): 2 Speed Factor (Melee): 3 Proficiency Type: War Hammer @@ -4052,7 +4027,7 @@ Equipped abilities: - Protection against critical hits - Magic Resistance: +5 % -- For each successful melee attack: 16 % chance to stun the target for 1 round (save vs. Wands neg.) (Effectif contre les humanoids) +- For each successful melee attack: 16 % chance to stun the target for 1 round (save vs. Wands neg.) (Effective against humanoids) Weight: 1
This class of open-face helmet, made of reinforced leather or metal, covers most of the head save the face and neck. These helmets commonly provide protection for the nose. @@ -4542,7 +4517,7 @@ Weight: 0
(placeholder) Viper's Venom description
(placeholder) Viper's Venom description -- Poisons the drinker, inflicting 1 damage every 2 seconds (Inefficace contre les undead, the golems and the creatures immune to poisons) +- Poisons the drinker, inflicting 1 damage every 2 seconds (Ineffective against undead, the golems and the creatures immune to poisons) Duration: 5 rounds @@ -5340,7 +5315,6 @@ - 16 % chance - to double movement speed and grants one additional attack per round to the wearer for 3 rounds - to immune the wearer to Offensive Spin spell for 3 rounds - - to dispel and protect from effects of the spell Offensive Spin on the wearer permanently (not cumulative) Enchantment: +2 THAC0: +2 @@ -5418,8 +5392,7 @@ - Enchantment: +2 vs. elementals and the mephits - Armor Class: +2 vs. mephits - Armor Class: +2 vs. elementals -- THAC0: +1 vs. mephits -- THAC0: +1 vs. elementals +- THAC0: +1 vs. elementals and the mephits - Saving Throws: +2 vs. elementals and the mephits - On a critical hit caused by this weapon; - Si the target est un élémentaire; @@ -5538,8 +5511,8 @@ Combat abilities: - Bonuses to hit and damage based on Strength do not apply to this weapon -- Inflicts 1d8 +3 magic damage to the target (Inefficace contre les undead) -- Reduces the Strength of the target by 1 for 5 rounds (Inefficace contre les créatures possédant une force inférieure à 2) (save vs. Spells neg.) (Inefficace contre les undead) +- Inflicts 1d8 +3 magic damage to the target (Ineffective against undead) +- Reduces the Strength of the target by 1 for 5 rounds (Ineffective against créatures possédant une force inférieure à 2) (save vs. Spells neg.) (Ineffective against undead) Enchantment: +3 THAC0: +3 @@ -5615,10 +5588,7 @@ Equipped abilities: - Movement rate: +1 -- When the wearer kills the target; - - 11 % chance - - to instantly cast Fireshield (Red) on the wearer - - to dispel and protect from effects of the spell Fireshield (Red) on the wearer permanently +- When the wearer kills the target; 11 % chance to instantly cast Fireshield (Red) on the wearer (not cumulative) Combat abilities: - Inflicts 1 fire damage to the target @@ -5720,9 +5690,7 @@ - Each time the wearer is hit; 11 % chance de créer 3 images miroir sur the wearer for 3 rounds (not cumulative) Combat abilities: -- 51 % chance - - 51 % chance de dissiper tous les sorts de l'école of the Illusion de niveau 9 ou moins sur the target - - 51 % chance to dispel all illusionary protection spells of level 9 or lower on the target +- 51 % chance to dispel all illusionary protection spells on the target Enchantment: +3 THAC0: +3 @@ -5808,8 +5776,7 @@ - Strength: +2 for 5 rounds (not cumulative) Combat abilities: -- Inflicts 1 piercing damage to the target (Inefficace contre les undead, the golems, the elementals, the slimes, the mists, the plants and the spirits) -- Inflicts 1 piercing damage to the target after 1 round (Inefficace contre les undead, the golems, the elementals, the slimes, the mists, the plants and the spirits) +- Inflicts 1 piercing damage to the target every round for 2 rounds (Ineffective against undead, the golems, the elementals, the slimes, the mists, the plants and the spirits) Enchantment: +2 THAC0: +2 @@ -6093,7 +6060,7 @@ Equipped abilities: - Enchantment: +3 vs. trolls - THAC0: +2 vs. trolls -- On a critical hit caused by this weapon; Si the target fait partie des trolls; Strength: +1 (not cumulative) +- On a critical hit caused by this weapon; Si the target fait partie des trolls; Strength: +1 for 1 turn (not cumulative) Combat abilities: - Inflicts 2 fire damage vs. trolls @@ -6424,7 +6391,7 @@ STATISTICS: Combat abilities: -- 2 % chance 2 % chance que l'arme se brise (Inefficace si le chapitre en cours est supérieur ou égal au 6) +- 2 % chance of breaking (Effective during the iron crisis) Damage: 1d6 +1 (Crushing) Speed Factor: 7 @@ -6502,7 +6469,7 @@ STATISTICS: Combat abilities: -- 2 % chance 2 % chance que l'arme se brise (Inefficace si le chapitre en cours est supérieur ou égal au 6) +- 2 % chance of breaking (Effective during the iron crisis) Damage: 1d6 +1 (Crushing) Speed Factor: 7 @@ -6580,7 +6547,7 @@ STATISTICS: Combat abilities: -- 2 % chance 2 % chance que l'arme se brise (Inefficace si le chapitre en cours est supérieur ou égal au 6) +- 2 % chance of breaking (Effective during the iron crisis) Damage: 2d4 (Crushing) Speed Factor: 7 @@ -6696,9 +6663,7 @@ Equipped abilities: - Enchantment: +3 vs. undead, the monsters and the giants -- THAC0: +2 vs. undead -- THAC0: +2 vs. monsters -- THAC0: +2 vs. giants +- THAC0: +2 vs. giants, the monsters and the undead Combat abilities: - Inflicts 2 crushing damage vs. undead, the monsters and the giants @@ -7066,7 +7031,7 @@ STATISTICS: Combat abilities: -- Poisons the target, inflicting 2 damages per second for 15 seconds (save vs. Death neg.) (Inefficace contre les undead, the golems and the creatures immune to poisons) +- Poisons the target, inflicting 2 damages per second for 15 seconds (save vs. Death neg.) (Ineffective against undead, the golems and the creatures immune to poisons) Damage: 1d8 (Missile) Launcher: Crossbow @@ -7089,7 +7054,7 @@ Combat abilities: - Armor Class of the target: Set to 10 for 1000 hours (save vs. Petrification/Polymorph neg.) - Transforme the target en Squirrel for 1000 hours (save vs. Petrification/Polymorph neg.) -- Equips the target with a magical weapon (Attack) for 1000 hours (save vs. Petrification/Polymorph neg.) +- Equips the target with 1 magical weapon (Attack) for 1000 hours (save vs. Petrification/Polymorph neg.) Damage: 1d8 (Missile) Launcher: Crossbow @@ -7671,7 +7636,7 @@ STATISTICS: Equipped abilities: -- Missile Weapons THAC0: +2 +- THAC0: +2 with Missile Weapons Weight: 2
Bracers are thick bands of metal or leather that are strapped, belted, or tied to a character's forearm. Generally, the magic that is instilled in bracers is good only during combat, since most bracers help protect the wearer from injury or improve their chances to strike an opponent. Exceptions do exist, though such specialized items are rare at best. @@ -7853,11 +7818,10 @@ STATISTICS: -Charge abilities: -- Ability 1 (1x per day) - Heals 10 hit points to the target - Neutralizes poisons infecting the target - Sobering up the target +Charge ability (1x per day): +- Heals 10 hit points to the target +- Neutralizes poisons infecting the target +- Sobering up the target Weight: 2
Although Monks traditionally shun armor, these bracers of Grand Master Tzu-Zan are highly sought after by the practitioners of weaponless combat. @@ -8030,7 +7994,7 @@ STATISTICS: Combat abilities: -- Poisons the target, inflicting 2 damages per second for 10 seconds (save vs. Death at -4 neg.) (Inefficace contre les undead, the golems and the creatures immune to poisons) +- Poisons the target, inflicting 2 damages per second for 10 seconds (save vs. Death at -4 neg.) (Ineffective against undead, the golems and the creatures immune to poisons) Enchantment: +5 THAC0: +5 @@ -8088,14 +8052,12 @@ STATISTICS: Equipped abilities: -- Immunity to charms, sleep, paralysis, confusion, Feeblemindedness, horror, alignment detection, stun, panic and psionic abilities +- Immunity to charms, sleep, confusion, paralysis, Feeblemindedness, horror, alignment detection, stun, panic and psionic abilities - Magic Resistance: Set to 50 % -Charge abilities: -- Ability 1 (50 charges, the item is destroyed when all charges are used) - Cure horror - Dispels and protects from effects of the spell Horror on the wearer permanently - Immunity to charms, sleep, paralysis, confusion, Feeblemindedness, horror, alignment detection, stun, panic and psionic abilities for 1 turn +Charge ability (50 charges, the item is destroyed when all charges are used): +- Cure horror +- Immunity to charms, sleep, confusion, paralysis, Feeblemindedness, horror, alignment detection, stun, panic and psionic abilities for 1 turn Weight: 1
Helm of Defense: Gift of Peace @@ -8433,7 +8395,7 @@ STATISTICS: Combat abilities: -- Create a magical weapon (Attack) for 2 turns +- Create 1 magical weapon (Attack) for 2 turns Weight: 3
This cloak was reputedly worn by Balduran, the founder of Baldur's Gate. Though it was never used in combat, it provides protection worthy of any great leader. @@ -8493,7 +8455,7 @@ - Charisma: +2 Charge abilities: -- Universal charm on the target for 12 hours (save vs. Breath at -1 neg.) (Inefficace contre les half elves and the elves) (100x per day) +- Universal charm on the target for 12 hours (save vs. Breath at -1 neg.) (Ineffective at 91 % against elves and at 31 % against half elves) (100x per day) Weight: 3
Algernon's cloak is imbued with magical properties such that the wearer will seem to shine with an inner glow. @@ -8517,7 +8479,7 @@ - Charisma: +2 Charge abilities: -- Universal charm on the target for 12 hours (save vs. Breath at -1 neg.) (Inefficace contre les half elves and the elves) (1x per day) +- Universal charm on the target for 12 hours (save vs. Breath at -1 neg.) (Ineffective at 91 % against elves and at 31 % against half elves) (1x per day) Weight: 3
These are a common sight in the Sword Coast region, especially as one travels north toward Neverwinter and Icewind Dale. Many young mages receive it as a gift from their instructors upon successfully completing their first five years of study. As with other such robes, they can only be worn by those of the wizardly profession. @@ -8688,12 +8650,11 @@ STATISTICS: -Charge abilities: -- Ability 1 (50 charges, the item is destroyed when all charges are used) - Armor Class: +5 vs. missile attacks for 1 turn - Armor Class: +1 vs. crushing attacks for 1 turn - Armor Class: +1 vs. piercing attacks for 1 turn - Armor Class: +1 vs. slashing attacks for 1 turn +Charge ability (50 charges, the item is destroyed when all charges are used): +- Armor Class: +5 vs. missile attacks for 1 turn +- Armor Class: +1 vs. crushing attacks for 1 turn +- Armor Class: +1 vs. piercing attacks for 1 turn +- Armor Class: +1 vs. slashing attacks for 1 turn Weight: 4
This cloak is a holy artifact of the inhabitants of the island village. An item with more symbolic value than actual enchantments, as it is a remnant from when they first arrived on the island. @@ -8789,7 +8750,7 @@ STATISTICS: Combat abilities: -- 2 % chance 2 % chance que l'arme se brise (Inefficace si le chapitre en cours est supérieur ou égal au 6) +- 2 % chance of breaking (Effective during the iron crisis) Damage: 1d4 (Piercing) Speed Factor: 2 @@ -8953,7 +8914,7 @@ STATISTICS: Combat abilities: -- 2 % chance 2 % chance que l'arme se brise (Inefficace si le chapitre en cours est supérieur ou égal au 6) +- 2 % chance of breaking (Effective during the iron crisis) Damage: 1d4 (Piercing) Speed Factor: 2 @@ -8980,7 +8941,7 @@ STATISTICS: Combat abilities: -- 2 % chance 2 % chance que l'arme se brise (Inefficace si le chapitre en cours est supérieur ou égal au 6) +- 2 % chance of breaking (Effective during the iron crisis) Damage: 1d4 (Piercing) Speed Factor: 2 @@ -9161,7 +9122,7 @@ - Attack per round: Set to 2 Charge abilities: -- Poisons the target, inflicting 2 damages per second for 10 seconds (save vs. Death neg.) (Inefficace contre les undead, the golems and the creatures immune to poisons) (one-time use) +- Poisons the target, inflicting 2 damages per second for 10 seconds (save vs. Death neg.) (Ineffective against undead, the golems and the creatures immune to poisons) (one-time use) Combat abilities: - The Strength-based hit bonus does not apply to this weapon @@ -9278,7 +9239,7 @@ Combat abilities: - Bonuses to hit and damage based on Strength do not apply to this weapon -- Poisons the target, inflicting 1 damage per second for 20 seconds (save vs. Death neg.) (Inefficace contre les undead, the golems and the creatures immune to poisons) +- Poisons the target, inflicting 1 damage per second for 20 seconds (save vs. Death neg.) (Ineffective against undead, the golems and the creatures immune to poisons) Damage: 1d3 (Missile) Speed Factor: 2 @@ -9308,7 +9269,7 @@ Combat abilities: - Bonuses to hit and damage based on Strength do not apply to this weapon -- Poisons the target, inflicting 1 damage every 3 seconds for 2 turns (save vs. Death neg.) (Inefficace contre les undead, the golems and the creatures immune to poisons) +- Poisons the target, inflicting 1 damage every 3 seconds for 2 turns (save vs. Death neg.) (Ineffective against undead, the golems and the creatures immune to poisons) Enchantment: +1 THAC0: +1 @@ -9481,7 +9442,7 @@ STATISTICS: Combat abilities: -- Renders the target unconscious for 4 rounds (save vs. Death neg.) (Inefficace contre les half elves and the elves) +- Renders the target unconscious for 4 rounds (save vs. Death neg.) (Ineffective at 91 % against elves and at 31 % against half elves) Enchantment: +1 THAC0: +1 @@ -9664,7 +9625,7 @@ Combat abilities: - Bonuses to hit and damage based on Strength do not apply to this weapon -- Renders the target unconscious for 4 rounds (save vs. Death neg.) (Inefficace contre les half elves and the elves) +- Renders the target unconscious for 4 rounds (save vs. Death neg.) (Ineffective at 91 % against elves and at 31 % against half elves) Enchantment: +1 THAC0: +1 @@ -10148,7 +10109,7 @@ STATISTICS: Combat abilities: -- 2 % chance 2 % chance que l'arme se brise (Inefficace si le chapitre en cours est supérieur ou égal au 6) +- 2 % chance of breaking (Effective during the iron crisis) Damage: 1d10 (Piercing/Slashing) Speed Factor: 9 @@ -10346,7 +10307,7 @@ STATISTICS: Combat abilities: -- 2 % chance 2 % chance que l'arme se brise +- 2 % chance of breaking Damage: 1d4 +1 (Crushing) Speed Factor: 4 @@ -11147,7 +11108,6 @@ Equipped abilities: - Attack per round: Set to a half - Hit points: +100 -- Immunity to Haste and Improved Haste spells - Immunity to level drain - Immunity to magic - Double the movement speed and the number of attacks per round @@ -11565,7 +11525,7 @@ STATISTICS: Combat abilities: -- Poisons the target, inflicting 1 damage per second for 15 seconds (save vs. Death neg.) (Inefficace contre les undead, the golems and the creatures immune to poisons) +- Poisons the target, inflicting 1 damage per second for 15 seconds (save vs. Death neg.) (Ineffective against undead, the golems and the creatures immune to poisons) Enchantment: +2 THAC0: +2 @@ -12473,7 +12433,6 @@ STATISTICS: - Cure horror -- Dispels and protects from effects of the spell Horror on the drinker - Immunity to charms, Feeblemindedness, confusion, horror and panic Duration: 1 hour @@ -12913,8 +12872,8 @@ STATISTICS: -- Poisons the drinker, inflicting 1 damage per round (Inefficace contre les undead, the golems and the creatures immune to poisons) -- Constitution: -1 (Inefficace contre les undead, the golems and the creatures immune to poisons) +- Poisons the drinker, inflicting 1 damage per round (Ineffective against undead, the golems and the creatures immune to poisons) +- Constitution: -1 (Ineffective against undead, the golems and the creatures immune to poisons) Duration: 1 turn @@ -13039,6 +12998,7 @@ Combat abilities (Ranged, channeled): - Returns to the wielder's hand when thrown +- Inflicts 2d2 +1 magic damage to the target Combat abilities: - Inflicts 2d2 +1 magic damage to the target @@ -13047,8 +13007,7 @@ Enchantment: +4 THAC0 (Melee): +2 THAC0 (Ranged, powered and Ranged, channeled): +99 -Damage (Melee): 1d6 +3 -Damage Type (Melee): Crushing +Damage (Melee): 1d6 +3 (Crushing) Speed Factor (Melee): 1 Speed Factor (Ranged, powered): 0 Speed Factor (Ranged, channeled): 5 @@ -13099,6 +13058,7 @@ Combat abilities (Ranged, channeled): - Returns to the wielder's hand when thrown +- Inflicts 2d2 +1 magic damage to the target Combat abilities: - Inflicts 2d2 +1 magic damage to the target @@ -13107,8 +13067,7 @@ Enchantment: +3 THAC0 (Melee): +2 THAC0 (Ranged, powered and Ranged, channeled): +99 -Damage (Melee): 1d6 +3 -Damage Type (Melee): Crushing +Damage (Melee): 1d6 +3 (Crushing) Speed Factor (Melee): 1 Speed Factor (Ranged, powered): 0 Speed Factor (Ranged, channeled): 5 @@ -13157,6 +13116,7 @@ Combat abilities (Ranged, channeled): - Returns to the wielder's hand when thrown +- Inflicts 2d2 +1 magic damage to the target Combat abilities: - Inflicts 2d2 +1 magic damage to the target @@ -13165,8 +13125,7 @@ Enchantment: +2 THAC0 (Melee): +2 THAC0 (Ranged, powered and Ranged, channeled): +99 -Damage (Melee): 1d6 +2 -Damage Type (Melee): Crushing +Damage (Melee): 1d6 +2 (Crushing) Speed Factor (Melee): 1 Speed Factor (Ranged, powered): 0 Speed Factor (Ranged, channeled): 5 @@ -13217,6 +13176,7 @@ Combat abilities (Ranged, channeled): - Returns to the wielder's hand when thrown +- Inflicts 2d2 +1 magic damage to the target Combat abilities: - Inflicts 2d2 +1 magic damage to the target @@ -13225,8 +13185,7 @@ Enchantment: +1 THAC0 (Melee): +2 THAC0 (Ranged, powered and Ranged, channeled): +99 -Damage (Melee): 1d6 +1 -Damage Type (Melee): Crushing +Damage (Melee): 1d6 +1 (Crushing) Speed Factor (Melee): 1 Speed Factor (Ranged, powered): 0 Speed Factor (Ranged, channeled): 5 @@ -13280,8 +13239,7 @@ Enchantment: +1 THAC0 (Melee): +1 THAC0 (Ranged): +99 -Damage (Melee): 1d6 +1 -Damage Type (Melee): Crushing +Damage (Melee): 1d6 +1 (Crushing) Speed Factor (Melee): 1 Speed Factor (Ranged): 5 Proficiency Type: Quarterstaff @@ -13323,10 +13281,9 @@ STATISTICS: -Charge abilities: -- Ability 1 (1x per day) - Inflicts 2d2 +1 magic damage to the target - Magic Missile (instant) +Charge ability (1x per day): +- Inflicts 2d2 +1 magic damage to the target +- Magic Missile (instant) Combat abilities (Ranged, powered): - Returns to the wielder's hand when thrown @@ -13336,12 +13293,12 @@ Combat abilities (Ranged, channeled): - Returns to the wielder's hand when thrown +- Inflicts 2d2 +1 magic damage to the target Enchantment: +5 THAC0 (Melee): +2 THAC0 (Ranged, powered and Ranged, channeled): +99 -Damage (Melee): 1d6 +3 -Damage Type (Melee): Crushing +Damage (Melee): 1d6 +3 (Crushing) Speed Factor (Melee): 1 Speed Factor (Ranged, powered): 0 Speed Factor (Ranged, channeled): 5 @@ -13569,7 +13526,7 @@ STATISTICS: Charge abilities: -- Charm the animals for 2 hours (save vs. Wands neg.) (Effectif contre les animals. Inefficace contre les half elves and the elves) (100 charges, the item is destroyed when all charges are used) +- Charm the animals for 2 hours (save vs. Wands neg.) (Effective against animals. Ineffective at 91 % against elves and at 31 % against half elves) (100 charges, the item is destroyed when all charges are used) Weight: 0
Ring of Clumsiness: The Jester's Folly @@ -15442,7 +15399,7 @@ STATISTICS: Combat abilities: -- 2 % chance 2 % chance que l'arme se brise (Inefficace si le chapitre en cours est supérieur ou égal au 6) +- 2 % chance of breaking (Effective during the iron crisis) Damage: 1d6 (Piercing) Speed Factor: 6 @@ -15926,8 +15883,8 @@ Combat abilities: - 2 % chance - - 2 % chance to remove "Bastard Sword" from inventory of the wearer (Inefficace si le chapitre en cours est supérieur ou égal au 6) - - 2 % chance que l'arme se brise (Inefficace si le chapitre en cours est supérieur ou égal au 6) + - 2 % chance to remove "Bastard Sword" from inventory of the wearer (Effective during the iron crisis) + - 2 % chance of breaking (Effective during the iron crisis) Damage: 2d4 (Slashing) Speed Factor: 8 @@ -16008,12 +15965,10 @@ Equipped abilities: - Enchantment: +3 vs. lycanthropes and the doppelgangers -- THAC0: +2 vs. lycanthropes -- THAC0: +2 vs. doppelgangers +- THAC0: +2 vs. doppelgangers and the lycanthropes Combat abilities: -- Inflicts 2 slashing damage vs. lycanthropes -- Inflicts 2 slashing damage vs. doppelgangers +- Inflicts 2 slashing damage vs. lycanthropes and the doppelgangers Enchantment: +1 THAC0: +1 @@ -16042,7 +15997,7 @@ STATISTICS: Combat abilities: -- 2 % chance 2 % chance que l'arme se brise (Inefficace si le chapitre en cours est supérieur ou égal au 6) +- 2 % chance of breaking (Effective during the iron crisis) Damage: 1d8 (Slashing) Speed Factor: 5 @@ -16178,7 +16133,7 @@ STATISTICS: Combat abilities: -- 2 % chance 2 % chance que l'arme se brise (Inefficace si le chapitre en cours est supérieur ou égal au 6) +- 2 % chance of breaking (Effective during the iron crisis) Damage: 1d6 (Piercing) Speed Factor: 3 @@ -16312,7 +16267,7 @@ STATISTICS: Combat abilities: -- 2 % chance 2 % chance que l'arme se brise (Inefficace si le chapitre en cours est supérieur ou égal au 6) +- 2 % chance of breaking (Effective during the iron crisis) Damage: 1d8 (Slashing) Speed Factor: 5 @@ -16435,7 +16390,7 @@ STATISTICS: Combat abilities: -- 2 % chance 2 % chance que l'arme se brise (Inefficace si le chapitre en cours est supérieur ou égal au 6) +- 2 % chance of breaking (Effective during the iron crisis) Damage: 1d6 (Piercing) Speed Factor: 3 @@ -16537,7 +16492,7 @@ STATISTICS: Combat abilities: -- 2 % chance 2 % chance que l'arme se brise (Inefficace si le chapitre en cours est supérieur ou égal au 6) +- 2 % chance of breaking (Effective during the iron crisis) Damage: 1d8 (Slashing) Speed Factor: 5 @@ -16625,10 +16580,9 @@ - Enchantment: +2 vs. lycanthropes and the trolls - Enchantment: +3 vs. winter wolves - Enchantment: +4 vs. undead -- THAC0: +1 vs. trolls +- THAC0: +1 vs. lycanthropes and the trolls - THAC0: +3 vs. undead - THAC0: +2 vs. winter wolves -- THAC0: +1 vs. lycanthropes Combat abilities: - Inflicts 1 fire damage to the target @@ -16674,7 +16628,7 @@ Charge abilities: - Detect Invisibility (1x per day) - Dispel the creatures in the area of effect's invisibility (Effectif contre les créatures invisibles. Inefficace contre les créatures sous l'effet de Non-détection) + Dispel the creatures in the area of effect's invisibility (Effective against créatures invisibles. Ineffective against créatures sous l'effet de Non-détection) Enchantment: +1 THAC0: +1 @@ -17104,18 +17058,18 @@ - Prevents equipping Potion of Superior Healing, Potion of Extra Healing and Potion of Healing Combat abilities: -- Instantly slays the undead (of level 5 or lower) (Inefficace à 17 % contre les undead, the golems and the creatures immune to poisons) -- 17 % chance to transmute the target into stone (save vs. Petrification/Polymorph neg.) (Inefficace à 82 % contre les undead, the golems and the creatures immune to poisons) -- 7 % chance to poison the target, inflicting 1 damage per second for 20 seconds (Inefficace à 56 % contre les undead, the golems and the creatures immune to poisons) -- 5 % chance to knock down the target for 1 second -- 6 % chance to hold the humanoids for 7 seconds -- 6 % chance to charm the monsters for 1 turn -- In combat; 6 % chance of causing the wearer to go berserk for 15 seconds -- 6 % chance that the next spell cast by the wearer treated as wild surges -- 4 % chance to transmute the target into stone +- Instantly slays the undead (of level 5 or lower) (Ineffective at 17 % against undead, the golems and the creatures immune to poisons) +- 17 % chance to transmute the target into stone (save vs. Petrification/Polymorph neg.) (Ineffective at 82 % against undead, the golems and the creatures immune to poisons) +- 7 % chance to poison the target, inflicting 1 damage per second for 20 seconds (Ineffective at 56 % against undead, the golems and the creatures immune to poisons) +- 5 % chance to knock down the target for 1 second (Ineffective at 17 % against undead, the golems and the creatures immune to poisons) +- 6 % chance to hold the humanoids for 7 seconds (Ineffective at 17 % against undead, the golems and the creatures immune to poisons) +- 6 % chance to charm the monsters for 1 turn (Ineffective at 17 % against undead, the golems and the creatures immune to poisons) +- In combat; 6 % chance of causing the wearer to go berserk for 15 seconds (Ineffective at 17 % against undead, the golems and the creatures immune to poisons) +- 6 % chance that the next spell cast by the wearer treated as wild surges (Ineffective at 17 % against undead, the golems and the creatures immune to poisons) +- 4 % chance to transmute the target into stone (Ineffective at 17 % against undead, the golems and the creatures immune to poisons) - 3 % chance - - to poison the target, inflicting 1 damage per second for 20 seconds (Inefficace à 56 % contre les undead, the golems and the creatures immune to poisons) - - to poison the wearer, inflicting 1 damage per second for 20 seconds (Inefficace contre les undead, the golems and the creatures immune to poisons) + - to poison the target, inflicting 1 damage per second for 20 seconds (Ineffective at 56 % against undead, the golems and the creatures immune to poisons) + - to poison the wearer, inflicting 1 damage per second for 20 seconds (Ineffective against undead, the golems and the creatures immune to poisons) Enchantment: +2 THAC0: +2 @@ -17144,7 +17098,7 @@ STATISTICS: Combat abilities: -- 2 % chance 2 % chance que l'arme se brise (Inefficace si le chapitre en cours est supérieur ou égal au 6) +- 2 % chance of breaking (Effective during the iron crisis) Damage: 1d10 (Slashing) Speed Factor: 10 diff --git a/docs/english-bgeesod-all-spells-diff.html b/docs/english-bgeesod-all-spells-diff.html index 8984c10..7045344 100644 --- a/docs/english-bgeesod-all-spells-diff.html +++ b/docs/english-bgeesod-all-spells-diff.html @@ -68,7 +68,7 @@ Duration: Instant Casting time: 1 Area of Effect: Caster -Saving Throw: TODO +Saving Throw: None Use of the Magic Missile spell, one of the most popular 1st-level spells, creates up to five missiles of magical energy that dart forth from the wizard's fingertip and unerringly strike their target, which must be a creature of some sort. Each missile inflicts 1d4+1 points of damage. For every 2 extra levels of experience, the wizard gains an additional missile—has 2 at 3rd level, 3 at 5th level, 4 at 7th level, up to a total of 5 at 9th level. @@ -92,7 +92,7 @@ Duration: Instant Casting time: 1 Area of Effect: Caster -Saving Throw: TODO +Saving Throw: None Use of the Magic Missile spell, one of the most popular 1st-level spells, creates up to five missiles of magical energy that dart forth from the wizard's fingertip and unerringly strike their target, which must be a creature of some sort. Each missile inflicts 1d4+1 points of damage. For every 2 extra levels of experience, the wizard gains an additional missile— has 2 at 3rd level, 3 at 5th level, 4 at 7th level, up to a total of 5 at 9th level. @@ -116,7 +116,7 @@ Duration: Instant Casting time: 1 Area of Effect: Caster -Saving Throw: TODO +Saving Throw: None Use of the Magic Missile spell, one of the most popular 1st-level spells, creates up to five missiles of magical energy that dart forth from the wizard's fingertip and unerringly strike their target, which must be a creature of some sort. Each missile inflicts 1d4+1 points of damage. For every 2 extra levels of experience, the wizard gains an additional missile— has 2 at 3rd level, 3 at 5th level, 4 at 7th level, up to a total of 5 at 9th level. @@ -140,7 +140,7 @@ Duration: Instant Casting time: 1 Area of Effect: Caster -Saving Throw: TODO +Saving Throw: None Use of the Magic Missile spell, one of the most popular 1st-level spells, creates up to five missiles of magical energy that dart forth from the wizard's fingertip and unerringly strike their target, which must be a creature of some sort. Each missile inflicts 1d4+1 points of damage. For every 2 extra levels of experience, the wizard gains an additional missile— has 2 at 3rd level, 3 at 5th level, 4 at 7th level, up to a total of 5 at 9th level. @@ -164,7 +164,7 @@ Duration: Instant Casting time: 1 Area of Effect: Caster -Saving Throw: TODO +Saving Throw: None Use of the Magic Missile spell, one of the most popular 1st-level spells, creates up to five missiles of magical energy that dart forth from the wizard's fingertip and unerringly strike their target, which must be a creature of some sort. Each missile inflicts 1d4+1 points of damage. For every 2 extra levels of experience, the wizard gains an additional missile— has 2 at 3rd level, 3 at 5th level, 4 at 7th level, up to a total of 5 at 9th level. @@ -188,7 +188,7 @@ Duration: Instant Casting time: 1 Area of Effect: Caster -Saving Throw: TODO +Saving Throw: None Use of the Magic Missile spell, one of the most popular 1st-level spells, creates up to five missiles of magical energy that dart forth from the wizard's fingertip and unerringly strike their target, which must be a creature of some sort. Each missile inflicts 1d4+1 points of damage. For every 2 extra levels of experience, the wizard gains an additional missile— has 2 at 3rd level, 3 at 5th level, 4 at 7th level, up to a total of 5 at 9th level. @@ -207,14 +207,14 @@ Saving Throw: None The blue Fireshield protects the user from cold damage by surrounding the caster with a shield of ice flame. This shield not only grants the user 50% Cold Resistance, but also protects the caster from attacks made within a 5-ft. radius around the caster. An opponent that hits the caster with any weapons or spells within this radius suffers 1d8+2 cold damage.
Fireshield (Blue) +(Invocation) -School: Invocation Level: 4 Range: Contact -Duration: 3 rounds + 1 round par niveau +Duration: 3 rounds + 1 round/level Casting time: 4 Area of Effect: Caster -Saving Throw: TODO +Saving Throw: None The blue Fireshield protects the user from cold damage by surrounding the caster with a shield of ice flame. This shield not only grants the user 50% Cold Resistance, but also protects the caster from attacks made within a 5-ft. radius around the caster. An opponent that hits the caster with any weapons or spells within this radius suffers 1d8+2 cold damage. @@ -235,14 +235,14 @@ Saving Throw: None Upon uttering the Bless spell, the caster raises the morale of friendly creatures by +1. Furthermore, it raises their attack and damage rolls by +1. The caster determines at what range (up to 40 ft.) the spell will be cast. At the instant the spell is completed, it affects all creatures in a 15-ft. radius centered on the point selected by the caster (thus, affected creatures leaving the area are still subject to the spell's effects; those entering the area after the casting is completed are not).
Bless +(Conjuration) -School: Conjuration Level: 1 Range: 12 meters Duration: 2 days Casting time: 1 Area of Effect: 1 creature -Saving Throw: TODO +Saving Throw: None Upon uttering the Bless spell, the caster raises the morale of friendly creatures by +1. Furthermore, it raises their attack and damage rolls by +1. The caster determines at what range (up to 40 ft.) the spell will be cast. At the instant the spell is completed, it affects all creatures in a 15-ft. radius centered on the point selected by the caster (thus, affected creatures leaving the area are still subject to the spell's effects; those entering the area after the casting is completed are not). @@ -261,13 +261,13 @@ Saving Throw: None The Cure Critical Wounds spell is a very potent version of the Cure Light Wounds spell. The priest layshands upon a creature and heals 27 points of damage from wounds or other injuries. The spell does not affect creatures without corporeal bodies, those of extraplanar origin, or those not living.
Cure Critical Wounds +(Necromancy) -School: Necromancy Range: 3 meters Duration: Instant Casting time: 1 Area of Effect: 1 creature -Saving Throw: TODO +Saving Throw: None The Cure Critical Wounds spell is a very potent version of the Cure Light Wounds spell. The priest layshands upon a creature and heals 27 points of damage from wounds or other injuries. The spell does not affect creatures without corporeal bodies, those of extraplanar origin, or those not living. @@ -286,13 +286,13 @@ Saving Throw: None This unique ability allows Caelar to hurl a bolt of divine energy at an enemy once per day, dealing them 5d6 points of magic damage. Undead creatures and fiends are particularly susceptible to the bolt's effects, suffering double damage when they are struck. The target's Magic Resistance, if any, does not affect this ability.
Shining Bolt +(Invocation) -School: Invocation Range: 12 meters Duration: Instant Casting time: 1 Area of Effect: 1 creature -Saving Throw: TODO +Saving Throw: None This unique ability allows Caelar to hurl a bolt of divine energy at an enemy once per day, dealing them 5d6 points of magic damage. Undead creatures and fiends are particularly susceptible to the bolt's effects, suffering double damage when they are struck. The target's Magic Resistance, if any, does not affect this ability. @@ -312,13 +312,13 @@ Saving Throw: None Upon uttering the Bless spell, the caster raises the morale of friendly creatures by +1. Furthermore, it raises their attack and damage rolls by +1. The caster determines at what range (up to 40 ft.) the spell will be cast. At the instant the spell is completed, it affects all creatures in a 15-ft. radius centered on the point selected by the caster (thus, affected creatures leaving the area are still subject to the spell's effects; those entering the area after the casting is completed are not).
Bless +(Conjuration) -School: Conjuration Range: 12 meters Duration: 6 rounds Casting time: 1 -Area of Effect: 4,5 meters' radius -Saving Throw: TODO +Area of Effect: Allies within a 4,5 meters radius +Saving Throw: None Upon uttering the Bless spell, the caster raises the morale of friendly creatures by +1. Furthermore, it raises their attack and damage rolls by +1. The caster determines at what range (up to 40 ft.) the spell will be cast. At the instant the spell is completed, it affects all creatures in a 15-ft. radius centered on the point selected by the caster (thus, affected creatures leaving the area are still subject to the spell's effects; those entering the area after the casting is completed are not). @@ -347,14 +347,14 @@ 12th Level: 2d8 acid damage and instantly kills the victim. NOTE: The victim saves vs. Spell with a +6 bonus against all the effects and gets no save against the damage.
Chromatic Orb +(Invocation) -School: Invocation Level: 1 Range: 27,5 meters Duration: Instant Casting time: 1 Area of Effect: 1 creature -Saving Throw: TODO +Saving Throw: None This spell causes a 2-ft. diameter sphere to appear in the caster's hand. When thrown, the sphere heads unerringly to its target. The effect the orb has upon the target varies with the level of the caster. Each orb will do damage to the target against which there is no save and an effect against which the target must save vs. Spell with a +6 bonus: 1st Level: 1d4 damage and blinds the target for 1 round. @@ -371,7 +371,6 @@ STATISTICS: -From level 12 - Inflicts 2d8 acid damage to the target - Instantly slays the target
Charm Person @@ -389,14 +388,14 @@ If the spell's recipient fails his Saving Throw (with a +3 modifier), he regards the caster as a trusted friend and ally to be heeded and protected. The caster may give him orders, and the charmed individual will carry them out as quickly as possible. If the caster harms—or attempts to harm—the charmed person by some overt action, or if a Dispel Magic spell is cast upon the charmed person, the Charm spell is broken. If two or more Charms simultaneously affect a creature, the most recent Charm takes precedence. Note that the subject has full memory of the events that took place while he was charmed. Also note that you cannot have a charmed creature leave the area where he is charmed.
Sparkly Lights +(Enchantment) -School: Enchantment Level: 1 Range: 18 meters Duration: Instant Casting time: 1 Area of Effect: 1 creature -Saving Throw: TODO +Saving Throw: None This spell affects any single person it is cast upon. The term person includes any bipedal human, demihuman, or humanoid of man-size or smaller, such as brownies, dryads, dwarves, elves, gnolls, gnomes, goblins, half-elves, halflings, half-orcs, hobgoblins, humans, kobolds, lizard men, nixies, orcs, pixies, sprites, troglodytes, and others. Thus, a 10th-level fighter could be charmed, but an ogre could not. The person is allowed a Saving Throw vs. Spell to negate the effect. @@ -417,21 +416,21 @@ Saving Throw: None Upon casting a Conjure Fire Elemental spell, the caster opens a special gate to the Elemental Plane of Fire, and a fire elemental is summoned in the vicinity of the caster. There is a 60% chance that a 12-Hit-Dice elemental appears, a 35% chance that a 16-Hit-Dice elemental appears, and a 5% chance that a 24-Hit-Dice elemental appears. The elemental will do the bidding of the caster until it is slain or the duration of the spell runs out. All of the commands given to the elemental are done telepathically, so there is no time lost due to miscommunication and no need to know the language of the summoned creature. However, every time this spell is cast, there is a 15% chance that the elemental will escape the instructions of the caster, go berserk, and attack the wizard who dared summoning it. If it can't reach the summoner, it will fight its way toward. This berserking elemental will also remain until slain or the spell's duration expires. The elemental is locked into a psychic contest with the caster for 3 rounds after being summoned. At the end of this time, if the caster has won, has control of the elemental; however, if has lost, the elemental goes berserk and tries to kill . This does not prevent the use of other charm-type spells after the contest was lost. If charm spells are used before the contest is over, they will have no effect on the outcome.
Conjure Fire Elemental +(Conjuration) -School: Conjuration Level: 6 Range: 13,5 meters -Duration: 3 rounds +Duration: Special Casting time: 18 -Area of Effect: Point dans le champ visuel du lanceur -Saving Throw: TODO +Area of Effect: Point in the visual range of the caster +Saving Throw: None Upon casting a Conjure Fire Elemental spell, the caster opens a special gate to the Elemental Plane of Fire, and a fire elemental is summoned in the vicinity of the caster. There is a 60% chance that a 12-Hit-Dice elemental appears, a 35% chance that a 16-Hit-Dice elemental appears, and a 5% chance that a 24-Hit-Dice elemental appears. The elemental will do the bidding of the caster until it is slain or the duration of the spell runs out. All of the commands given to the elemental are done telepathically, so there is no time lost due to miscommunication and no need to know the language of the summoned creature. However, every time this spell is cast, there is a 15% chance that the elemental will escape the instructions of the caster, go berserk, and attack the wizard who dared summoning it. If it can't reach the summoner, it will fight its way toward. This berserking elemental will also remain until slain or the spell's duration expires. The elemental is locked into a psychic contest with the caster for 3 rounds after being summoned. At the end of this time, if the caster has won, has control of the elemental; however, if has lost, the elemental goes berserk and tries to kill . This does not prevent the use of other charm-type spells after the contest was lost. If charm spells are used before the contest is over, they will have no effect on the outcome. STATISTICS: -- Combat mental -- Summon 1 neutral creatures (Greater Fire Elemental)
Summon Ghostly Defender (Conjuration/Summoning) @@ -446,13 +445,13 @@ After years spent with one foot in the world of the living and the other in the lands of the dead, M'Khiin learned that, with intense focus and concentration, she could call upon the spirits of slain kindred to serve her as guardians and protectors. This unique skill allows her to summon a goblin chieftain's ghost (5 HD); six times out of ten she is able to compel two additional goblin warrior spirits (3 HD) to defend her. These guardians will do everything in their power to protect their summoner, but M'Khiin cannot directly control their actions. The summoning is no simple task for M'Khiin. After using it, she requires rest before she can marshal the mental, physical, and spiritual stamina required to perform the feat again.
Summon Ghostly Defender +(Conjuration) -School: Conjuration Range: 9 meters Duration: Instant Casting time: 2 -Area of Effect: Point dans le champ visuel du lanceur -Saving Throw: TODO +Area of Effect: Point in the visual range of the caster +Saving Throw: None After years spent with one foot in the world of the living and the other in the lands of the dead, M'Khiin learned that, with intense focus and concentration, she could call upon the spirits of slain kindred to serve her as guardians and protectors. This unique skill allows her to summon a goblin chieftain's ghost (5 HD); six times out of ten she is able to compel two additional goblin warrior spirits (3 HD) to defend her. These guardians will do everything in their power to protect their summoner, but M'Khiin cannot directly control their actions. @@ -471,13 +470,13 @@ Saving Throw: None By casting this spell, the wizard makes the creature touched undetectable by divination spells such as Clairaudience, Clairvoyance, Locate Object, ESP, and detect spells including Invisibility Purge. It also prevents location by such magical items as crystal balls and ESP medallions. It does not affect the Know Alignment spell.
Wing Buffet +(Abjuration) -School: Abjuration Range: 9 meters Duration: 2 seconds Casting time: 1 -Area of Effect: 1 creature -Saving Throw: TODO +Area of Effect: 1 créature et tout ennemi dans un rayon de 4,5 meters +Saving Throw: None By casting this spell, the wizard makes the creature touched undetectable by divination spells such as Clairaudience, Clairvoyance, Locate Object, ESP, and detect spells including Invisibility Purge. It also prevents location by such magical items as crystal balls and ESP medallions. It does not affect the Know Alignment spell. @@ -495,14 +494,14 @@ Saving Throw: None This spell is the reverse of Flesh to Stone and will return any creature that has been turned to stone back to flesh. All possessions on the creature likewise return to normal. The effect is instantaneous and there are no Saving Throw checks required.
Stone to Flesh +(Alteration) -School: Alteration Level: 6 Range: 15 meters Duration: Instant Casting time: 6 Area of Effect: 1 creature -Saving Throw: TODO +Saving Throw: None This spell is the reverse of Flesh to Stone and will return any creature that has been turned to stone back to flesh. All possessions on the creature likewise return to normal. The effect is instantaneous and there are no Saving Throw checks required. @@ -532,14 +531,14 @@ 18 and up — 1d4 rounds Note that if the 9th-level spell Freedom is cast in the area where a creature is mazed, it will effectively bringback to this plane, ending the spell prematurely. Note that a mazed creature is not freed through Dispel Magic.
Maze +(Conjuration) -School: Conjuration Level: 8 Range: 21,5 meters -Duration: 5 seconds +Duration: Instant Casting time: 3 Area of Effect: 1 creature -Saving Throw: TODO +Saving Throw: None An extradimensional space is brought into being upon utterance of a maze spell. The subject vanishes into the shifting labyrinth of force planes for a period of time that is totally dependent upon its Intelligence. @@ -556,7 +555,7 @@ STATISTICS: -- Instantly slays the target
Dispel Magic (Abjuration) @@ -571,14 +570,14 @@ A Dispel Magic spell removes magical effects upon anyone within the area. This includes effects given from spells, potions and certain magical items such as wands. It does not, however, affect enchanted magical items or spell protections such as Spell Turning and Spell Deflection. The chance of the dispel succeeding is determined by the level of the caster and the level of the magic being dispelled. The base chance of successfully dispelling is 50%. For every level that the caster of the Dispel Magic is above the original caster,chance of success increases by 5%. For every level that the caster of Dispel Magic is below the original caster, chance of success decreases by 10%. However, despite the difference in levels, there is always at least a 5% chance of success or failure. Thus, if a caster is 10 levels higher than the magic is trying to dispel, there is only a 5% chance of failure. Similarly if the caster is 4 levels lower than the magic is trying to dispel, there is only a 10% chance of success. Intuitively, this spell is almost useless if the target is 5 or more levels higher than the caster. Note: While this spell dispels the individual effects of Grease, Web, Stinking Cloud, and other such spells, it does not dispel the area of effect.
Dispel Magic +(Abjuration) -School: Abjuration Level: 3 Range: 12 meters Duration: Instant Casting time: 5 -Area of Effect: Point dans le champ visuel du lanceur -Saving Throw: TODO +Area of Effect: Point in the visual range of the caster +Saving Throw: None A Dispel Magic spell removes magical effects upon anyone within the area. This includes effects given from spells, potions and certain magical items such as wands. It does not, however, affect enchanted magical items or spell protections such as Spell Turning and Spell Deflection. The chance of the dispel succeeding is determined by the level of the caster and the level of the magic being dispelled. The base chance of successfully dispelling is 50%. For every level that the caster of the Dispel Magic is above the original caster,chance of success increases by 5%. For every level that the caster of Dispel Magic is below the original caster, chance of success decreases by 10%. However, despite the difference in levels, there is always at least a 5% chance of success or failure. Thus, if a caster is 10 levels higher than the magic is trying to dispel, there is only a 5% chance of failure. Similarly if the caster is 4 levels lower than the magic is trying to dispel, there is only a 10% chance of success. Intuitively, this spell is almost useless if the target is 5 or more levels higher than the caster. @@ -605,13 +604,13 @@ 11th – 14th: a 7 HD skeleton warrior wielding a bastard sword +1. 15th and up: a 9 HD skeleton warrior wielding a two-handed sword +1. The skeleton warrior can follow the caster, remain in an area and attack any creature entering the place, etc. It remains animated until it is destroyed in combat, 8 hours pass, or it is turned. This spell cannot be dispelled.
Animate Dead +(Necromancy) -School: Necromancy Range: 6 meters Duration: 9999 seconds Casting time: 5 -Area of Effect: Point dans le champ visuel du lanceur -Saving Throw: TODO +Area of Effect: Point in the visual range of the caster +Saving Throw: None This spell causes a skeleton warrior to rise and serve the caster under any conditions. The type of skeleton warrior that appears depends upon the level of the priest casting the spell. 1st – 6th: a 3 HD skeleton warrior wielding a long sword. @@ -627,33 +626,24 @@ Level: 2 Range: Contact -Duration: 1 round + 2 rounds par tranche de 4 niveaux +Duration: 1 round + 2 rounds/4 levels Casting time: 4 Area of Effect: Caster -Saving Throw: TODO +Saving Throw: None This spell quickens the thought processes of the caster, actually allowingto cast spells faster. STATISTICS: -- Casting time: -1 - -From level 12 -- Casting time: -2 - -From level 16 -- Casting time: -3 - -From level 20 -- Casting time: -4
This spell quickens the caster's reflexes, enabling faster and more effective combat.
Daer'Ragh's Physical Agility Level: 3 Range: Contact -Duration: 1 round + 2 rounds par tranche de 4 niveaux +Duration: 1 round + 2 rounds/4 levels Casting time: 4 Area of Effect: Caster -Saving Throw: TODO +Saving Throw: None This spell quickens the caster's reflexes, enabling faster and more effective combat. @@ -664,11 +654,9 @@ From level 12 - Speed Factor: 2 bonus (not cumulative) -- Dexterity: +1 From level 16 - Speed Factor: 3 bonus (not cumulative) -- Dexterity: +1 From level 20 - Speed Factor: 4 bonus (not cumulative) @@ -677,10 +665,10 @@ Level: 4 Range: Contact -Duration: 1 round + 2 rounds par tranche de 4 niveaux +Duration: 1 round + 2 rounds/4 levels Casting time: 4 Area of Effect: Caster -Saving Throw: TODO +Saving Throw: None The use of magic causes the collection of magical residue around the caster, which prevents even the most skilled of casters from casting spells in quick succession. Daer'Ragh's Aura Cleansing removes this residue as the next spell begins, allowing for a greatly increased rate of spellcasting. @@ -688,14 +676,14 @@ - Permet de lancer plusieurs sorts par round
This scroll looks like it came from some sort of blue outhouse with a light on top. It appears to be some sort of summoning spell.
The MDK2 Spell +(Conjuration) -School: Conjuration Level: 9 Range: 9 meters Duration: 2 turns Casting time: 1 -Area of Effect: Point dans le champ visuel du lanceur -Saving Throw: TODO +Area of Effect: Point in the visual range of the caster +Saving Throw: None This scroll looks like it came from some sort of blue outhouse with a light on top. It appears to be some sort of summoning spell. @@ -781,7 +769,7 @@ Duration: Instant Casting time: 0 Area of Effect: 1 creature -Saving Throw: TODO +Saving Throw: None This spell enables the caster to attempt to summon a familiar to act asaide and companion. Familiars are typically small creatures. A creature acting as a familiar can benefit a wizard, conveying its sensory powers to its master, conversing with , and serving as a guard/scout/spy as well. A wizard can have only one familiar at a time, and has no control over what sort of creature answers the summoning, if any come at all. @@ -931,7 +919,7 @@ Duration: Instant Casting time: 0 Area of Effect: 1 creature -Saving Throw: TODO +Saving Throw: None This spell enables the caster to attempt to summon a familiar to act as aide and companion. Familiars are typically small creatures. A creature acting as a familiar can benefit a wizard, conveying its sensory powers to its master, conversing with , and serving as a guard/scout/spy as well. A wizard can have only one familiar at a time, and has no control over what sort of creature answers the summoning, if any come at all. @@ -1013,108 +1001,89 @@ Saving Throw: None Through this spell, the caster imbues self with the strength and skill of a Fighter of the same level. The priest's Strength score is set to 18/00—even if it is normally higher— THAC0 becomes that of a Fighter of the same level, and gains 1 temporary Hit Point per level. This will last for the duration of the spell or until dispelled.
Holy Power +(Invocation) -School: Invocation Range: Contact -Duration: 1 round par niveau +Duration: 1 round/level Casting time: 1 Area of Effect: Caster -Saving Throw: TODO +Saving Throw: None Through this spell, the caster imbuesself with the strength and skill of a Fighter of the same level. The priest's Strength score is set to 18/00—even if it is normally higher— THAC0 becomes that of a Fighter of the same level, and gains 1 temporary Hit Point per level. This will last for the duration of the spell or until dispelled. STATISTICS: +- Hit points: +1/level/20 (not cumulative) - Dispels and protects from effects of the spell Holy Power on the caster (not cumulative) -- Strength: Set to 18/00 (not cumulative) - THAC0: Set to 20 (not cumulative) -- Hit points: +1 (not cumulative) +- Strength: Set to 18/00 (not cumulative) From level 2 - THAC0: Set to 19 (not cumulative) -- Hit points: +2 (not cumulative) From level 3 - THAC0: Set to 18 (not cumulative) -- Hit points: +3 (not cumulative) From level 4 - THAC0: Set to 17 (not cumulative) -- Hit points: +4 (not cumulative) From level 5 - THAC0: Set to 16 (not cumulative) -- Hit points: +5 (not cumulative) From level 6 - THAC0: Set to 15 (not cumulative) -- Hit points: +6 (not cumulative) From level 7 - THAC0: Set to 14 (not cumulative) -- Hit points: +7 (not cumulative) From level 8 - THAC0: Set to 13 (not cumulative) -- Hit points: +8 (not cumulative) From level 9 - THAC0: Set to 12 (not cumulative) -- Hit points: +9 (not cumulative) From level 10 - THAC0: Set to 11 (not cumulative) -- Hit points: +10 (not cumulative) From level 11 - THAC0: Set to 10 (not cumulative) -- Hit points: +11 (not cumulative) From level 12 - THAC0: Set to 9 (not cumulative) -- Hit points: +12 (not cumulative) From level 13 - THAC0: Set to 8 (not cumulative) -- Hit points: +13 (not cumulative) From level 14 - THAC0: Set to 7 (not cumulative) -- Hit points: +14 (not cumulative) From level 15 - THAC0: Set to 6 (not cumulative) -- Hit points: +15 (not cumulative) From level 16 - THAC0: Set to 5 (not cumulative) -- Hit points: +16 (not cumulative) From level 17 - THAC0: Set to 4 (not cumulative) -- Hit points: +17 (not cumulative) From level 18 - THAC0: Set to 3 (not cumulative) -- Hit points: +18 (not cumulative) From level 19 - THAC0: Set to 2 (not cumulative) -- Hit points: +19 (not cumulative) From level 20 -- THAC0: Set to 1 (not cumulative) -- Hit points: +20 (not cumulative)
Chaos of Battle Chaos of Battle applies bonuses to all allies and penalties to all enemies within a 30-ft. radius of the caster. The spell lasts 1 turn and will randomly affect the targets' Armor Class, Hit Points, THAC0, saves, or luck. The magnitude of the effect starts at 1 (5 for Hit Points) at level 1 and will improve by 1 (5 for Hit Points) every 6 levels of the caster.
Chaos of Battle +(Conjuration) -School: Conjuration Range: Contact Duration: Instant Casting time: 1 Area of Effect: Caster -Saving Throw: TODO +Saving Throw: None Chaos of Battle @@ -1122,10 +1091,10 @@ STATISTICS: +- 25 % chance to increase the THAC0 of the caster by 1 + 1/6 levels/25 (not cumulative) +- 15 % chance to increase the hit points of the caster by 5 + 5/6 levels/25 (not cumulative) +- 10 % chance to increase the Luck of the caster by 1 + 1/6 levels/25 (not cumulative) - 26 % chance to grant a bonus of 1 to the armour class of the caster (not cumulative) -- 25 % chance to increase the THAC0 of the caster by 1 (not cumulative) -- 15 % chance to increase the hit points of the caster by 5 (not cumulative) -- 10 % chance to increase the Luck of the caster by 1 (not cumulative) - 5 % chance to increase saving throws vs. Death of the caster by 1 (not cumulative) - 5 % chance to increase saving throws vs. Wands of the caster by 1 (not cumulative) - 5 % chance to increase saving throws vs. Petrification/Polymorph of the caster by 1 (not cumulative) @@ -1134,9 +1103,6 @@ From level 7 - 26 % chance to grant a bonus of 2 to the armour class of the caster (not cumulative) -- 25 % chance to increase the THAC0 of the caster by 2 (not cumulative) -- 15 % chance to increase the hit points of the caster by 10 (not cumulative) -- 10 % chance to increase the Luck of the caster by 2 (not cumulative) - 5 % chance to increase saving throws vs. Death of the caster by 2 (not cumulative) - 5 % chance to increase saving throws vs. Wands of the caster by 2 (not cumulative) - 5 % chance to increase saving throws vs. Petrification/Polymorph of the caster by 2 (not cumulative) @@ -1145,9 +1111,6 @@ From level 13 - 26 % chance to grant a bonus of 3 to the armour class of the caster (not cumulative) -- 25 % chance to increase the THAC0 of the caster by 3 (not cumulative) -- 15 % chance to increase the hit points of the caster by 15 (not cumulative) -- 10 % chance to increase the Luck of the caster by 3 (not cumulative) - 5 % chance to increase saving throws vs. Death of the caster by 3 (not cumulative) - 5 % chance to increase saving throws vs. Wands of the caster by 3 (not cumulative) - 5 % chance to increase saving throws vs. Petrification/Polymorph of the caster by 3 (not cumulative) @@ -1156,9 +1119,6 @@ From level 19 - 26 % chance to grant a bonus of 4 to the armour class of the caster (not cumulative) -- 25 % chance to increase the THAC0 of the caster by 4 (not cumulative) -- 15 % chance to increase the hit points of the caster by 20 (not cumulative) -- 10 % chance to increase the Luck of the caster by 4 (not cumulative) - 5 % chance to increase saving throws vs. Death of the caster by 4 (not cumulative) - 5 % chance to increase saving throws vs. Wands of the caster by 4 (not cumulative) - 5 % chance to increase saving throws vs. Petrification/Polymorph of the caster by 4 (not cumulative) @@ -1167,18 +1127,15 @@ From level 25 - 26 % chance to grant a bonus of 5 to the armour class of the caster (not cumulative) -- 25 % chance to increase the THAC0 of the caster by 5 (not cumulative) -- 15 % chance to increase the hit points of the caster by 25 (not cumulative) -- 10 % chance to increase the Luck of the caster by 5 (not cumulative) - 5 % chance to increase saving throws vs. Death of the caster by 5 (not cumulative) - 5 % chance to increase saving throws vs. Wands of the caster by 5 (not cumulative) - 5 % chance to increase saving throws vs. Petrification/Polymorph of the caster by 5 (not cumulative) - 5 % chance to increase saving throws vs. Breath of the caster by 5 (not cumulative) - 4 % chance to increase saving throws vs. Spells of the caster by 5 (not cumulative) +- 25 % chance to reduce the THAC0 of the caster by 1 + 1/6 levels/25 (not cumulative) +- 15 % chance to increase the hit points of the caster by 5 + 5/6 levels/25 (not cumulative) +- 10 % chance to reduce the Luck of the caster by 1 + 1/6 levels/25 (not cumulative) - 26 % chance to inflict a penalty of 1 to the armour class of the caster (not cumulative) -- 25 % chance to reduce the THAC0 of the caster by 1 (not cumulative) -- 15 % chance to reduce the hit points of the caster by 5 (not cumulative) -- 10 % chance to reduce the Luck of the caster by 1 (not cumulative) - 5 % chance to reduce saving throws vs. Death of the caster by 1 (not cumulative) - 5 % chance to reduce saving throws vs. Wands of the caster by 1 (not cumulative) - 5 % chance to reduce saving throws vs. Petrification/Polymorph of the caster by 1 (not cumulative) @@ -1187,9 +1144,6 @@ From level 7 - 26 % chance to inflict a penalty of 2 to the armour class of the caster (not cumulative) -- 25 % chance to reduce the THAC0 of the caster by 2 (not cumulative) -- 15 % chance to reduce the hit points of the caster by 10 (not cumulative) -- 10 % chance to reduce the Luck of the caster by 2 (not cumulative) - 5 % chance to reduce saving throws vs. Death of the caster by 2 (not cumulative) - 5 % chance to reduce saving throws vs. Wands of the caster by 2 (not cumulative) - 5 % chance to reduce saving throws vs. Petrification/Polymorph of the caster by 2 (not cumulative) @@ -1198,9 +1152,6 @@ From level 13 - 26 % chance to inflict a penalty of 3 to the armour class of the caster (not cumulative) -- 25 % chance to reduce the THAC0 of the caster by 3 (not cumulative) -- 15 % chance to reduce the hit points of the caster by 15 (not cumulative) -- 10 % chance to reduce the Luck of the caster by 3 (not cumulative) - 5 % chance to reduce saving throws vs. Death of the caster by 3 (not cumulative) - 5 % chance to reduce saving throws vs. Wands of the caster by 3 (not cumulative) - 5 % chance to reduce saving throws vs. Petrification/Polymorph of the caster by 3 (not cumulative) @@ -1209,9 +1160,6 @@ From level 19 - 26 % chance to inflict a penalty of 4 to the armour class of the caster (not cumulative) -- 25 % chance to reduce the THAC0 of the caster by 4 (not cumulative) -- 15 % chance to reduce the hit points of the caster by 20 (not cumulative) -- 10 % chance to reduce the Luck of the caster by 4 (not cumulative) - 5 % chance to reduce saving throws vs. Death of the caster by 4 (not cumulative) - 5 % chance to reduce saving throws vs. Wands of the caster by 4 (not cumulative) - 5 % chance to reduce saving throws vs. Petrification/Polymorph of the caster by 4 (not cumulative) @@ -1220,9 +1168,6 @@ From level 25 - 26 % chance to inflict a penalty of 5 to the armour class of the caster (not cumulative) -- 25 % chance to reduce the THAC0 of the caster by 5 (not cumulative) -- 15 % chance to reduce the hit points of the caster by 25 (not cumulative) -- 10 % chance to reduce the Luck of the caster by 5 (not cumulative) - 5 % chance to reduce saving throws vs. Death of the caster by 5 (not cumulative) - 5 % chance to reduce saving throws vs. Wands of the caster by 5 (not cumulative) - 5 % chance to reduce saving throws vs. Petrification/Polymorph of the caster by 5 (not cumulative) @@ -1230,65 +1175,43 @@ - 4 % chance to reduce saving throws vs. Spells of the caster by 5 (not cumulative)
Exaltation This spell enables a priest to aid and protect any one being other than themselves. By touch, the caster removes the effects of fear, sleep, feeblemind, unconsciousness, and intoxication, as well as berserk and confused states of mind. In addition, the recipient is protected against spells and other attacks that cause these effects for 1 turn.
Exaltation +(Abjuration) -School: Abjuration Range: 3 meters -Duration: 1 second +Duration: 1 turn Casting time: 1 Area of Effect: 1 creature -Saving Throw: TODO +Saving Throw: None Exaltation This spell enables a priest to aid and protect any one being other than themselves. By touch, the caster removes the effects of fear, sleep, feeblemind, unconsciousness, and intoxication, as well as berserk and confused states of mind. In addition, the recipient is protected against spells and other attacks that cause these effects for 1 turn. STATISTICS: -- Cure Feeblemindedness on the target (Inefficace contre les the wearer) -- Dispels and protects from effects of the spell Horror on the target (Inefficace contre les the wearer) -- (Inefficace contre les the wearer) -- Cure horror on the target (Inefficace contre les the wearer) -- Sobering up the target (Inefficace contre les the wearer) -- Wake up the target (Inefficace contre les the wearer) -- Soothes the target (Inefficace contre les the wearer) -- Dissipe la confusion of the target (Inefficace contre les the wearer) -- Immune the target to horror, sleep, Feeblemindedness, à la modification du score d'ivresse, berserker rage, confusion and panic (Inefficace contre les the wearer)
Divine Favor This spell grants the caster a +1 bonus to hit and damage rolls every 3 levels of the caster. The spell lasts for 2 rounds.
Divine Favor +(Conjuration) -School: Conjuration Range: Contact Duration: 2 rounds Casting time: 1 Area of Effect: Caster -Saving Throw: TODO +Saving Throw: None Divine Favor This spell grants the caster a +1 bonus to hit and damage rolls every 3 levels of the caster. The spell lasts for 2 rounds. STATISTICS: -- Damage: +1 -- THAC0: +1 - -From level 6 -- Damage: +2 -- THAC0: +2 - -From level 9 -- Damage: +3 -- THAC0: +3 - -From level 12 -- Damage: +4 -- THAC0: +4 - -From level 15 -- Damage: +5 -- THAC0: +5 - -From level 18 -- Damage: +6 -- THAC0: +6
Lesser Restoration (Necromancy) @@ -1306,7 +1229,7 @@ Duration: Instant Casting time: 0 Area of Effect: 1 creature -Saving Throw: TODO +Saving Throw: None When this spell is cast, the life energy level of the recipient is raised. This reverses any previous life energy level drain of the creature by a force or monster. The casting of this spell is very draining on the priest andwill likely require rest immediately after the casting, as it will cause days' worth of fatigue almost instantaneously. @@ -1329,7 +1252,7 @@ Duration: Instant Casting time: 0 Area of Effect: 1 creature -Saving Throw: TODO +Saving Throw: None When this spell is cast, the life energy level of the recipient is raised. This reverses any previous life energy level drain of the creature by a force or monster. The casting of this spell is very draining on the priest and will likely require rest immediately after the casting, as it will cause days' worth of fatigue almost instantaneously. @@ -1347,14 +1270,14 @@ Saving Throw: 1/2 When the wizard casts Chain Lightning, arcs of electrical energy burst from fingertips. These brilliant arcs of lightning leap at all enemies near the caster, burning them with electrical damage. The lightning causes 1d6 points of damage for every 2 levels of the caster. If the target of the lightning saves vs. Spell, only half damage is inflicted. Thus, a 12th-level wizard will cause 6d6 damage to a victim (3d6 if the victim makes Saving Throw vs. Spell).
Chain Lightning +(Invocation) -School: Invocation Level: 6 Range: 12 meters Duration: Instant Casting time: 0 -Area of Effect: 1 creature -Saving Throw: TODO +Area of Effect: 1 créature et tout ennemi dans un rayon de 4,5 meters +Saving Throw: 1/2 When the wizard casts Chain Lightning, arcs of electrical energy burst fromfingertips. These brilliant arcs of lightning leap at all enemies near the caster, burning them with electrical damage. The lightning causes 1d6 points of damage for every 2 levels of the caster. If the target of the lightning saves vs. Spell, only half damage is inflicted. Thus, a 12th-level wizard will cause 6d6 damage to a victim (3d6 if the victim makes Saving Throw vs. Spell). @@ -1372,14 +1295,14 @@ Saving Throw: None This spell is the reverse of Flesh to Stone and will return any creature that has been turned to stone back to flesh. All possessions on the creature likewise return to normal. The effect is instantaneous and there are no Saving Throw checks required.
Stone to Flesh +(Alteration) -School: Alteration Level: 6 Range: 15 meters Duration: Instant Casting time: 6 Area of Effect: 1 creature -Saving Throw: TODO +Saving Throw: None This spell is the reverse of Flesh to Stone and will return any creature that has been turned to stone back to flesh. All possessions on the creature likewise return to normal. The effect is instantaneous and there are no Saving Throw checks required. @@ -1388,20 +1311,20 @@ - Stone to Flesh the target
Absorb Health The character deals 2 points of damage per level to an enemy, healingself the same number of Hit Points.
Absorb Health +(Necromancy) -School: Necromancy Range: 9 meters Duration: Instant Casting time: 1 Area of Effect: 1 creature -Saving Throw: TODO +Saving Throw: None Absorb Health The character deals 2 points of damage per level to an enemy, healingself the same number of Hit Points. STATISTICS: -- Instantly cast Cure Light Wounds on the target (Inefficace contre les the wearer, the undead and the golems)
Aura of Despair Targets all enemies within 15 ft. with effects that improve based on the caster's level: 3rd Level: -1 penalty to hit and damage rolls and a -2 penalty to Armor Class for 1 turn. @@ -1409,13 +1332,13 @@ 15th Level - All enemies suffer a -4 penalty to hit and damage rolls and a -4 penalty to Armor Class for 1 turn; enemies with 8 or fewer Hit Dice are panicked as well. 20th Level - All enemies suffer a -4 penalty to hit and damage rolls and a -4 penalty to Armor Class for 1 turn; enemies with 18 or fewer Hit Dice are panicked as well. There is no Saving Throw against this ability.
Aura of Despair +(Conjuration) -School: Conjuration Range: Contact Duration: 1 turn Casting time: 0 -Area of Effect: 4,5 meters' radius around the caster -Saving Throw: TODO +Area of Effect: Enemies within a 4,5 meters radius around of the caster +Saving Throw: None There is no Saving Throw against this ability. @@ -1426,7 +1349,6 @@ - Reduces the THAC0 of the target by 1 (not cumulative) From level 6 -- Armor Class of the target: -2 (not cumulative) - Reduces the damage of the target by 2 (not cumulative) - Reduces the THAC0 of the target by 2 (not cumulative) @@ -1437,10 +1359,7 @@ - Reduces the THAC0 of the target by 4 (not cumulative) From level 20 -- Reduces the damage of the target by 4 (not cumulative) -- Inflicts Horror on the target (of level 18 or lower) (not cumulative) -- Armor Class of the target: -4 (not cumulative) -- Reduces the THAC0 of the target by 4 (not cumulative)
Resist Fear (Abjuration) @@ -1457,13 +1376,12 @@ Duration: Instant Casting time: 1 Area of Effect: Caster -Saving Throw: TODO +Saving Throw: None The wizard instills courage in the spell's recipients, raising their morale to its highest. The recipients morale will gradually reset to normal as the duration runs out. If the recipients are affected by magical fear, they will regain their composure. STATISTICS: -- Dispels and protects from effects of the spell Horror on the target - Cure horror on the target - Immune the target to horror and panic
Animate Dead @@ -1483,13 +1401,13 @@ 11th – 14th: a 7 HD skeleton warrior wielding a bastard sword +1. 15th and up: a 9 HD skeleton warrior wielding a two-handed sword +1. The skeleton warrior can follow the caster, remain in an area and attack any creature entering the place, etc. It remains animated until it is destroyed in combat, 8 hours pass, or it is turned. This spell cannot be dispelled.
Animate Dead +(Necromancy) -School: Necromancy Range: 9 meters Duration: 8 hours Casting time: 5 -Area of Effect: Point dans le champ visuel du lanceur -Saving Throw: TODO +Area of Effect: Point in the visual range of the caster +Saving Throw: None This spell causes a skeleton warrior to rise and serve the caster under any conditions. The type of skeleton warrior that appears depends upon the level of the priest casting the spell. 1st – 6th: a 3 HD skeleton warrior wielding a long sword. @@ -1521,20 +1439,13 @@ Duration: 10 seconds Casting time: 0 Area of Effect: Caster -Saving Throw: TODO +Saving Throw: None 8th Level: -1 penalty to target's 12th Level: -1 penalty to target's Strength score. 16th Level: +2 bonus to damage roll. STATISTICS: -From level 8 -- For each successful ranged attack by the target: Reduces saving throws vs. Spells of the target by 1 for 15 seconds - -From level 12 -- For each successful ranged attack by the target: Reduces saving throws vs. Spells of the target by 1 for 15 seconds - -From level 16 - For each successful ranged attack by the target: Reduces saving throws vs. Spells of the target by 1 for 15 seconds
Kai All successful attacks within the next 10 seconds deal maximum damage.
Kai @@ -1543,7 +1454,7 @@ Duration: 10 seconds Casting time: 0 Area of Effect: Caster -Saving Throw: TODO +Saving Throw: None Kai All successful attacks within the next 10 seconds deal maximum damage. @@ -1558,13 +1469,12 @@ Duration: 5 rounds Casting time: 0 Area of Effect: Caster -Saving Throw: TODO +Saving Throw: None The character is enraged for 5 rounds, which grantsa +4 bonus to Strength and Constitution, a -2 penalty to Armor Class, and a +2 bonus to Saving Throws vs. Spell, as well as immunity to all charm, hold, fear, maze, stun, sleep, confusion, and level drain spells. STATISTICS: -- Dispels and protects from effects of the spell Horror on the caster (not cumulative) - Immunity to charms, horror, sleep, stun, level drain, paralysis, maze, confusion and panic (not cumulative) - Cure horror (not cumulative) - Constitution: +4 (not cumulative) @@ -1575,119 +1485,20 @@ - Unstun (not cumulative)
Lay On Hands The character channels positive energy to heal the touched creature of 2 Hit Points per level of the caster.
Lay On Hands +(Necromancy) -School: Necromancy Range: 3 meters Duration: Instant Casting time: 1 Area of Effect: 1 creature -Saving Throw: TODO +Saving Throw: None Lay On Hands The character channels positive energy to heal the touched creature of 2 Hit Points per level of the caster. STATISTICS: -- Heals 2 hit points to the target - -From level 2 -- Heals 4 hit points to the target - -From level 3 -- Heals 6 hit points to the target - -From level 4 -- Heals 8 hit points to the target - -From level 5 -- Heals 10 hit points to the target - -From level 6 -- Heals 12 hit points to the target - -From level 7 -- Heals 14 hit points to the target - -From level 8 -- Heals 16 hit points to the target - -From level 9 -- Heals 18 hit points to the target - -From level 10 -- Heals 20 hit points to the target - -From level 11 -- Heals 22 hit points to the target - -From level 12 -- Heals 24 hit points to the target - -From level 13 -- Heals 26 hit points to the target - -From level 14 -- Heals 28 hit points to the target - -From level 15 -- Heals 30 hit points to the target - -From level 16 -- Heals 32 hit points to the target - -From level 17 -- Heals 34 hit points to the target - -From level 18 -- Heals 36 hit points to the target - -From level 19 -- Heals 38 hit points to the target - -From level 20 -- Heals 40 hit points to the target - -From level 21 -- Heals 42 hit points to the target - -From level 22 -- Heals 44 hit points to the target - -From level 23 -- Heals 46 hit points to the target - -From level 24 -- Heals 48 hit points to the target - -From level 25 -- Heals 50 hit points to the target - -From level 26 -- Heals 52 hit points to the target - -From level 27 -- Heals 54 hit points to the target - -From level 28 -- Heals 56 hit points to the target - -From level 29 -- Heals 58 hit points to the target - -From level 30 -- Heals 60 hit points to the target - -From level 31 -- Heals 62 hit points to the target - -From level 32 -- Heals 64 hit points to the target - -From level 33 -- Heals 66 hit points to the target - -From level 34 -- Heals 68 hit points to the target
Detect Evil (Divination) @@ -1704,14 +1515,14 @@ Range: Contact Duration: Instant Casting time: 1 -Area of Effect: 9 meters' radius around the caster -Saving Throw: TODO +Area of Effect: Le lanceur et toute créature dans un rayon de 9 meters +Saving Throw: None This spell discovers emanations of evil from any creature. Any evil creature within the range of the spell will glow red briefly. STATISTICS: -- Instantly cast Detect Evil on the target (Inefficace contre les créatures sous l'effet de Non-détection)
Protection From Evil (Abjuration) @@ -1724,13 +1535,13 @@ Saving Throw: None When this spell is cast, it creates a magical barrier around the recipient at a distance of one foot. The barrier moves with the recipient and has two major effects: First, all attacks made by evil or evilly enchanted creatures against the protected creature receive a penalty of -2 to each attack roll. Second, summoned demons cannot target the protected creature.
Protection From Evil +(Abjuration) -School: Abjuration Range: 3 meters Duration: 1 turn Casting time: 1 Area of Effect: 1 creature -Saving Throw: TODO +Saving Throw: None When this spell is cast, it creates a magical barrier around the recipient at a distance of one foot. The barrier moves with the recipient and has two major effects: First, all attacks made by evil or evilly enchanted creatures against the protected creature receive a penalty of -2 to each attack roll. Second, summoned demons cannot target the protected creature. @@ -1750,19 +1561,18 @@ Saving Throw: None The priest instills courage in the spell's recipients, raising their morale to its highest. The recipients' morale will gradually reset to normal as the duration runs out. If the recipients are affected by magical fear, this is negated.
Remove Fear +(Abjuration) -School: Abjuration Range: 9 meters Duration: 1 hour Casting time: 1 -Area of Effect: 4,5 meters' radius -Saving Throw: TODO +Area of Effect: Allies within a 4,5 meters radius +Saving Throw: None The priest instills courage in the spell's recipients, raising their morale to its highest. The recipients' morale will gradually reset to normal as the duration runs out. If the recipients are affected by magical fear, this is negated. STATISTICS: -- Dispels and protects from effects of the spell Horror on the target - Cure horror on the target - Immune the target to horror and panic
Dispel Magic @@ -1779,13 +1589,13 @@ A Dispel Magic spell removes magical effects upon anyone within the area. This includes effects given from spells, potions and certain magical items such as wands. It does not, however, affect enchanted magical items or spell protections such as Spell Turning and Spell Deflection. The chance of the dispel succeeding is determined by the level of the caster and the level of the magic being dispelled. The base chance of successfully dispelling is 50%. For every level that the caster of the Dispel Magic is above the original caster,chance of success increases by 5%. For every level that the caster of Dispel Magic is below the original caster, chance of success decreases by 10%. However, despite the difference in levels, there is always at least a 5% chance of success or failure. Thus, if a caster is 10 levels higher than the magic is trying to dispel, there is only a 5% chance of failure. Similarly if the caster is 4 levels lower than the magic is trying to dispel, there is only a 10% chance of success. Intuitively, this spell is almost useless if the target is 5 or more levels higher than the caster. Note: While this spell dispels the individual effects of Grease, Web, Stinking Cloud, and other such spells, it does not dispel the area of effect.
Dispel Magic +(Abjuration) -School: Abjuration Range: 12 meters Duration: Instant Casting time: 1 Area of Effect: 4,5 meters' radius -Saving Throw: TODO +Saving Throw: None A Dispel Magic spell removes magical effects upon anyone within the area. This includes effects given from spells, potions and certain magical items such as wands. It does not, however, affect enchanted magical items or spell protections such as Spell Turning and Spell Deflection. The chance of the dispel succeeding is determined by the level of the caster and the level of the magic being dispelled. The base chance of successfully dispelling is 50%. For every level that the caster of the Dispel Magic is above the original caster,chance of success increases by 5%. For every level that the caster of Dispel Magic is below the original caster, chance of success decreases by 10%. However, despite the difference in levels, there is always at least a 5% chance of success or failure. Thus, if a caster is 10 levels higher than the magic is trying to dispel, there is only a 5% chance of failure. Similarly if the caster is 4 levels lower than the magic is trying to dispel, there is only a 10% chance of success. Intuitively, this spell is almost useless if the target is 5 or more levels higher than the caster. @@ -1793,8 +1603,8 @@ STATISTICS: -- Cure Feeblemindedness on the target - Removes all magical effects from the target (as a level 2 spellcaster) +- Cure Feeblemindedness on the target From level 2 - Removes all magical effects from the target (as a level 4 spellcaster) @@ -1863,22 +1673,21 @@ Saving Throw: None Instantly and once each round for 1 turn after this spell is cast, all hostile Illusion/Phantasm spells in a 120-ft. radius around the caster will be dispelled. The spells affected are Reflected Image, Invisibility, Mirror Image, Non-Detection, Improved Invisibility, Shadow Door, Mislead, Project Image, and Simulacrum. The target's Magic Resistance, if any, does not affect this.
True Sight +(Divination) -School: Divination Range: Contact -Duration: 1 round +Duration: 1 turn Casting time: 1 -Area of Effect: 35,5 meters' radius around the caster -Saving Throw: TODO +Area of Effect: Enemies within a 35,5 meters radius around of the caster +Saving Throw: None Instantly and once each round for 1 turn after this spell is cast, all hostile Illusion/Phantasm spells in a 120-ft. radius around the caster will be dispelled. The spells affected are Reflected Image, Invisibility, Mirror Image, Non-Detection, Improved Invisibility, Shadow Door, Mislead, Project Image, and Simulacrum. The target's Magic Resistance, if any, does not affect this. STATISTICS: -- Dissipe tous les sorts de l'école of the Illusion de niveau 9 ou moins sur the target -- Instantly cast True Sight on the caster -- Dispels all illusionary protection spells of level 9 or lower on the target -- Dispel the target's invisibility
Protection From Evil, 10' Radius (Abjuration) @@ -1891,13 +1700,13 @@ Saving Throw: None When this spell is cast, all allied creatures within a 15-ft. radius are affected individually by Protection From Evil. It creates a magical barrier around the recipients at a distance of one foot. The barrier moves with the recipient and has two major effects: First, all attacks made by evil or evilly enchanted creatures against the protected creature receive a penalty of -2 to each attack roll. Second, summoned demons cannot target protected creatures.
Protection From Evil, 10' Radius +(Abjuration) -School: Abjuration Range: Contact -Duration: 1 turn par niveau +Duration: 1 turn/level Casting time: 7 -Area of Effect: 4,5 meters' radius around the caster -Saving Throw: TODO +Area of Effect: Allies within a 4,5 meters radius around of the caster +Saving Throw: None When this spell is cast, all allied creatures within a 15-ft. radius are affected individually by Protection From Evil. It creates a magical barrier around the recipients at a distance of one foot. The barrier moves with the recipient and has two major effects: First, all attacks made by evil or evilly enchanted creatures against the protected creature receive a penalty of -2 to each attack roll. Second, summoned demons cannot target protected creatures. @@ -1912,34 +1721,22 @@ Duration: Instant Casting time: 0 Area of Effect: 1 creature -Saving Throw: TODO +Saving Throw: None The character projects a blast of light fromopen palm, dealing 1d8 fire damage for every 2 caster levels (up to a maximum of 5d8 damage) to a single target. Undead creatures take an additional 6 points of damage. There is no Saving Throw against this ability. STATISTICS: -- Inflicts 6 fire damage vs. undead -- Inflicts 1d8 fire damage to the target - -From level 4 -- Inflicts 2d8 fire damage to the target - -From level 6 -- Inflicts 3d8 fire damage to the target - -From level 8 -- Inflicts 4d8 fire damage to the target - -From level 10 -- Inflicts 5d8 fire damage to the target
Greater Sun The character wreathesself in flames that act as a Fireshield (Red), granting 50% Fire Resistance and protecting from attacks made within a 5-ft. radius. Any opponents that hit the character with any weapons or spells within this radius suffer 1d8+2 points of fire damage.
Greater Sun Range: Contact -Duration: 3 rounds + 1 round par niveau +Duration: 3 rounds + 1 round/level Casting time: 1 Area of Effect: Caster -Saving Throw: TODO +Saving Throw: None Greater Sun The character wreathesself in flames that act as a Fireshield (Red), granting 50% Fire Resistance and protecting from attacks made within a 5-ft. radius. Any opponents that hit the character with any weapons or spells within this radius suffer 1d8+2 points of fire damage. @@ -1948,7 +1745,7 @@ - Fire Resistance: +50 % (not cumulative) - Magical Fire Resistance: +50 % (not cumulative) -- Each time the wearer is hit; Inflicts 1d8 +2 fire damage to the attacker (not cumulative) (not cumulative)
Flaming Fists The character channelsinner light into unarmed attacks, turning fists into flaming weapons that deal an additional 2d6 fire damage per hit for the next round. The duration increases to 2 rounds at level 9, 3 rounds at level 12, 4 rounds at level 15, and 5 rounds at level 25. This special ability automatically modifies normal attacks; no weapon-switching needs to be done.
Flaming Fists @@ -1956,72 +1753,51 @@ Duration: Special Casting time: 1 Area of Effect: Caster -Saving Throw: TODO +Saving Throw: None Flaming Fists The character channelsinner light into unarmed attacks, turning fists into flaming weapons that deal an additional 2d6 fire damage per hit for the next round. The duration increases to 2 rounds at level 9, 3 rounds at level 12, 4 rounds at level 15, and 5 rounds at level 25. This special ability automatically modifies normal attacks; no weapon-switching needs to be done. STATISTICS: -- For each successful melee attack: Inflicts 2d6 fire damage to the target (effective if the source is disarmed) - -From level 5 -- For each successful melee attack: Inflicts 2d6 fire damage to the target (effective if the source is disarmed) - -From level 6 -- For each successful melee attack: Inflicts 2d6 fire damage to the target (effective if the source is disarmed) - -From level 9 -- For each successful melee attack: Inflicts 2d6 fire damage to the target (effective if the source is disarmed) - -From level 12 -- For each successful melee attack: Inflicts 2d6 fire damage to the target (effective if the source is disarmed) - -From level 15 -- For each successful melee attack: Inflicts 2d6 fire damage to the target (effective if the source is disarmed) - -From level 18 -- For each successful melee attack: Inflicts 2d6 fire damage to the target (effective if the source is disarmed) - -From level 25 - For each successful melee attack: Inflicts 2d6 fire damage to the target (effective if the source is disarmed)
Sun Soulbeam The character emits a dazzling burst of light that strikes at all other creatures within a 15-ft. radius. Sun Soulbeam does not automatically hit all targets, but makes a melee attack using the character's current THAC0 (+3 to hit vs. undead). Struck creatures suffer 9d6 points of fire damage (9d6+3 if undead), unless they save vs. Spell for half. In addition, all creatures except the character must save vs. Spell or be blinded for 2 hours.
Sun Soulbeam Range: Contact -Duration: 2 hours +Duration: Special Casting time: 1 -Area of Effect: 4,5 meters' radius around the caster -Saving Throw: TODO +Area of Effect: Le lanceur et toute créature dans un rayon de 4,5 meters +Saving Throw: None Sun Soulbeam The character emits a dazzling burst of light that strikes at all other creatures within a 15-ft. radius. Sun Soulbeam does not automatically hit all targets, but makes a melee attack using the character's current THAC0 (+3 to hit vs. undead). Struck creatures suffer 9d6 points of fire damage (9d6+3 if undead), unless they save vs. Spell for half. In addition, all creatures except the character must save vs. Spell or be blinded for 2 hours. STATISTICS: -- THAC0: +3 vs. undead - Inflicts 9d6 fire damage to the target (save vs. Spells half) - Inflicts 3 fire damage vs. undead -- Blinds the target (save vs. Spells neg.)
Charm Animal This spell affects any single animal it is cast upon. The animal is allowed a Save vs. Spell to negate the effect. If the spell's recipient fails its Saving Throw, it regards the caster as a trusted friend and ally to be heeded and protected. The caster may give it orders, and the charmed animal will carry them out as quickly as possible. If the caster harms—or attempts to harm—the charmed animal by some overt action, or if a Dispel Magic spell is cast upon the charmed animal, the spell is broken. If two or more charms simultaneously affect a creature, the most recent charm takes precedence. Note that the subject will be hostile when the charm expires, regardless of its original attitude. Also note that you cannot have a charmed creature leave the area where it was charmed.
Charm Animal +(Enchantment) -School: Enchantment Range: 3 meters Duration: 2 turns Casting time: 1 Area of Effect: 1 creature -Saving Throw: TODO +Saving Throw: Special If the spell's recipient fails its If the caster harms—or attempts to harm—the charmed animal by some overt action, or if a Dispel Magic spell is cast upon the charmed animal, the spell is broken. If two or more charms simultaneously affect a creature, the most recent charm takes precedence. Note that the subject will be hostile when the charm expires, regardless of its original attitude. Also note that you cannot have a charmed creature leave the area where it was charmed. STATISTICS: -- Charm the animals (save vs. Spells neg.) (Effectif contre les animals. Inefficace contre les elves and the half elves)
Enrage The character becomes enraged for 1 turn. While enraged, the character gains a +2 bonus toattack and damage rolls as well as to Armor Class, and becomes immune to charm, confusion, fear, feeblemind, hold, imprisonment, level drain, maze, stun, and sleep. The character also gains 15 temporary Hit Points, which are taken away at the end of the berserk spree (possibly knocking the character unconscious). @@ -2031,7 +1807,7 @@ Duration: 1 turn Casting time: 0 Area of Effect: Caster -Saving Throw: TODO +Saving Throw: Special Enrage The character becomes enraged for 1 turn. While enraged, the character gains a +2 bonus to attack and damage rolls as well as to Armor Class, and becomes immune to charm, confusion, fear, feeblemind, hold, imprisonment, level drain, maze, stun, and sleep. The character also gains 15 temporary Hit Points, which are taken away at the end of the berserk spree (possibly knocking the character unconscious). @@ -2043,12 +1819,11 @@ - Armor Class: -2 - THAC0: -2 - Damage: -2 -- Immunity to Enrage spell +- Immunity to Enrage spell after 1 turn - Maximum hit points: +15 - Heals 15 hit points to the caster -- Inflicts 15 stunning damage to the caster -- Dispels and protects from effects of the spell Horror on the caster -- Immunity to charms, horror, maze, paralysis, confusion, sleep, stun, Feeblemindedness, panic, level drain and imprisonment +- Inflicts 15 stunning damage to the caster after 59 seconds +- Immunity to charms, horror, maze, confusion, sleep, Feeblemindedness, panic, level drain, imprisonment, stun and paralysis - Cure horror - Armor Class: +2 - THAC0: +2 @@ -2092,8 +1867,8 @@ Range: 6 meters Duration: 1 turn Casting time: 1 -Area of Effect: Point dans le champ visuel du lanceur -Saving Throw: TODO +Area of Effect: Point in the visual range of the caster +Saving Throw: None This spell enables the Beast Master to attempt to summon a familiar to act as aide and companion. Familiars are typically small creatures. A creature acting as a familiar can benefit its master, conveying its sensory powers to , conversing with , and serving as a guard/scout/spy as well. A Beast Master can have only one familiar at a time, and has no control over what sort of creature answers the summoning, if any come at all. @@ -2132,8 +1907,8 @@ Range: 6 meters Duration: Instant Casting time: 0 -Area of Effect: Point dans le champ visuel du lanceur -Saving Throw: TODO +Area of Effect: Point in the visual range of the caster +Saving Throw: None Set Snare Set a trap in the chosen location when no hostile creatures are in sight. Traps grow more powerful with the character's level and can only be triggered by enemies. @@ -2155,8 +1930,8 @@ Range: 23 meters Duration: Instant Casting time: 0 -Area of Effect: Point dans le champ visuel du lanceur -Saving Throw: TODO +Area of Effect: Point in the visual range of the caster +Saving Throw: None Set Special Snare Set a trap in the chosen location when no hostile creatures are in sight. Traps grow more powerful with the character's level and can only be triggered by enemies. @@ -2180,7 +1955,7 @@ Duration: 5 rounds Casting time: 0 Area of Effect: Caster -Saving Throw: TODO +Saving Throw: None Poison Weapon Each successful hit within the next 5 rounds will inject poison into the target. Each target can only be affected once per round. The amount of poison damage depends on the character's level: @@ -2193,35 +1968,33 @@ STATISTICS: - For each successful melee attack: - - (Inefficace contre les undead, the golems and the creatures immune to poisons) - - Poisons the target, inflicting 1 damage per second for 1 round (save vs. Death at +1 neg.) (Inefficace contre les undead, the golems and the creatures immune to poisons) + - Poisons the target, inflicting 1 damage per second for 1 round (save vs. Death at +1 neg.) (Ineffective against undead, the golems and the creatures immune to poisons) From level 5 - - Inflicts 2 poison damage to the target (Inefficace contre les undead, the golems and the creatures immune to poisons) - - Poisons the target, inflicting 1 damage per second for 2 rounds (save vs. Death neg.) (Inefficace contre les undead, the golems and the creatures immune to poisons) + - Inflicts 2 poison damage to the target (Ineffective against undead, the golems and the creatures immune to poisons) + - Poisons the target, inflicting 1 damage per second for 2 rounds (save vs. Death neg.) (Ineffective against undead, the golems and the creatures immune to poisons) From level 9 - - Inflicts 4 poison damage to the target (Inefficace contre les undead, the golems and the creatures immune to poisons) - - Poisons the target, inflicting 1 damage per second for 3 rounds (save vs. Death at -1 neg.) (Inefficace contre les undead, the golems and the creatures immune to poisons) + - Inflicts 4 poison damage to the target (Ineffective against undead, the golems and the creatures immune to poisons) + - Poisons the target, inflicting 1 damage per second for 3 rounds (save vs. Death at -1 neg.) (Ineffective against undead, the golems and the creatures immune to poisons) From level 13 - - Inflicts 6 poison damage to the target (Inefficace contre les undead, the golems and the creatures immune to poisons) - - Poisons the target, inflicting 1 damage per second for 4 rounds (save vs. Death at -2 neg.) (Inefficace contre les undead, the golems and the creatures immune to poisons) (not cumulative) for 5 rounds (not cumulative) + - Inflicts 6 poison damage to the target (Ineffective against undead, the golems and the creatures immune to poisons) + - Poisons the target, inflicting 1 damage per second for 4 rounds (save vs. Death at -2 neg.) (Ineffective against undead, the golems and the creatures immune to poisons) (not cumulative) for 5 rounds (not cumulative) - For each successful ranged attack: - - (Inefficace contre les undead, the golems and the creatures immune to poisons) - - Poisons the target, inflicting 1 damage per second for 1 round (save vs. Death at +1 neg.) (Inefficace contre les undead, the golems and the creatures immune to poisons) + - Poisons the target, inflicting 1 damage per second for 1 round (save vs. Death at +1 neg.) (Ineffective against undead, the golems and the creatures immune to poisons) From level 5 - - Inflicts 2 poison damage to the target (Inefficace contre les undead, the golems and the creatures immune to poisons) - - Poisons the target, inflicting 1 damage per second for 2 rounds (save vs. Death neg.) (Inefficace contre les undead, the golems and the creatures immune to poisons) + - Inflicts 2 poison damage to the target (Ineffective against undead, the golems and the creatures immune to poisons) + - Poisons the target, inflicting 1 damage per second for 2 rounds (save vs. Death neg.) (Ineffective against undead, the golems and the creatures immune to poisons) From level 9 - - Inflicts 4 poison damage to the target (Inefficace contre les undead, the golems and the creatures immune to poisons) - - Poisons the target, inflicting 1 damage per second for 3 rounds (save vs. Death at -1 neg.) (Inefficace contre les undead, the golems and the creatures immune to poisons) + - Inflicts 4 poison damage to the target (Ineffective against undead, the golems and the creatures immune to poisons) + - Poisons the target, inflicting 1 damage per second for 3 rounds (save vs. Death at -1 neg.) (Ineffective against undead, the golems and the creatures immune to poisons) From level 13 - - Inflicts 6 poison damage to the target (Inefficace contre les undead, the golems and the creatures immune to poisons) - - Poisons the target, inflicting 1 damage per second for 4 rounds (save vs. Death at -2 neg.) (Inefficace contre les undead, the golems and the creatures immune to poisons) (not cumulative) for 5 rounds (not cumulative)
Offensive Spin During the next 4 rounds, the character's movement rate doubles andgains a +2 bonus to hit and damage rolls as well as an extra attack per round. All attacks deal maximum damage for the duration. Offensive Spin may not be used in conjunction with the Haste or Improved Haste spells.
Offensive Spin @@ -2229,7 +2002,7 @@ Duration: 4 rounds Casting time: 0 Area of Effect: Caster -Saving Throw: TODO +Saving Throw: None Offensive Spin During the next 4 rounds, the character's movement rate doubles andgains a +2 bonus to hit and damage rolls as well as an extra attack per round. All attacks deal maximum damage for the duration. Offensive Spin may not be used in conjunction with the Haste or Improved Haste spells. @@ -2238,7 +2011,6 @@ - Immune the target to Improved Haste spell - Dispels and protects from effects of the item Oil of Speed on the caster -- Dispels and protects from effects of the spell Haste on the caster - Dispels and protects from effects of the spell Defensive Spin on the caster - Attack per round: +1 (not cumulative) - Movement rate: +100 % (not cumulative) @@ -2253,7 +2025,7 @@ Duration: 4 rounds Casting time: 0 Area of Effect: Caster -Saving Throw: TODO +Saving Throw: None Defensive Spin During the next 4 rounds, the character is rooted to the spot and gains a +1 bonus to Armor Class per level, up to a maximum of +10. @@ -2262,8 +2034,8 @@ - Dispels and protects from effects of the spell Offensive Spin on the caster - Immunity to change in movement rate (not cumulative) -- Immobilisation (not cumulative) - Armor Class: +1 (not cumulative) +- Immobilisation (not cumulative) From level 2 - Armor Class: +2 (not cumulative) @@ -2307,7 +2079,7 @@ Duration: 500 days Casting time: 0 Area of Effect: Caster -Saving Throw: TODO +Saving Throw: None Shapeshift: Brown Bear @@ -2324,7 +2096,7 @@ STATISTICS: - Transformation en Brown Bear -- Create a magical weapon (Attack) +- Create 1 magical weapon (Attack) - Prevents the use of talks
Shapeshift: Wolf @@ -2345,7 +2117,7 @@ Duration: 500 days Casting time: 0 Area of Effect: Caster -Saving Throw: TODO +Saving Throw: None Shapeshift: Wolf @@ -2365,7 +2137,7 @@ STATISTICS: - Transformation en Wolf -- Create a magical weapon (Attack) +- Create 1 magical weapon (Attack) - Prevents the use of talks
Shapeshift: Black Bear @@ -2383,7 +2155,7 @@ Duration: 500 days Casting time: 0 Area of Effect: Caster -Saving Throw: TODO +Saving Throw: None Shapeshift: Black Bear @@ -2400,17 +2172,17 @@ STATISTICS: - Transformation en Black Bear -- Create a magical weapon (Attack) +- Create 1 magical weapon (Attack) - Prevents the use of talks
Summon Spirit Animal The summoner calls on a special spirit animal (spirit bear, spirit wolf, spirit lion, or spirit snake) to aidfor 6 turns. The spirit animal has 1 HD at level 1, 3 HD at level 3, 5 HD at level 5, 7 HD at level 7, and 10 HD at level 10.
Summon Spirit Animal +(Conjuration) -School: Conjuration Range: Contact Duration: Instant Casting time: 1 Area of Effect: Caster -Saving Throw: TODO +Saving Throw: None Summon Spirit Animal The summoner calls on a special spirit animal (spirit bear, spirit wolf, spirit lion, or spirit snake) to aidfor 6 turns. The spirit animal has 1 HD at level 1, 3 HD at level 3, 5 HD at level 5, 7 HD at level 7, and 10 HD at level 10. @@ -2424,13 +2196,13 @@ * Spirit Wolf
Spirit Snake The caster summons a special spirit snake. The spirit snake has 1 HD at level 1, 3 HD at level 3, 5 HD at level 5, 7 HD at level 7, and 10 HD at level 10.
Spirit Snake +(Conjuration) -School: Conjuration Range: 9 meters Duration: 6 turns Casting time: 1 -Area of Effect: Point dans le champ visuel du lanceur -Saving Throw: TODO +Area of Effect: Point in the visual range of the caster +Saving Throw: None Spirit Snake The caster summons a special spirit snake. The spirit snake has 1 HD at level 1, 3 HD at level 3, 5 HD at level 5, 7 HD at level 7, and 10 HD at level 10. @@ -2452,13 +2224,13 @@ - Summon 1 creatures (Spirit Snake)
Spirit Bear The caster summons a special spirit bear. The spirit bear has 1 HD at level 1, 3 HD at level 3, 5 HD at level 5, 7 HD at level 7, and 10 HD at level 10.
Spirit Bear +(Conjuration) -School: Conjuration Range: 9 meters Duration: 6 turns Casting time: 1 -Area of Effect: Point dans le champ visuel du lanceur -Saving Throw: TODO +Area of Effect: Point in the visual range of the caster +Saving Throw: None Spirit Bear The caster summons a special spirit bear. The spirit bear has 1 HD at level 1, 3 HD at level 3, 5 HD at level 5, 7 HD at level 7, and 10 HD at level 10. @@ -2480,13 +2252,13 @@ - Summon 1 creatures (Spirit Bear)
Spirit Lion The caster summons a special spirit lion. The spirit lion has 1 HD at level 1, 3 HD at level 3, 5 HD at level 5, 7 HD at level 7, and 10 HD at level 10.
Spirit Lion +(Conjuration) -School: Conjuration Range: 9 meters Duration: 6 turns Casting time: 1 -Area of Effect: Point dans le champ visuel du lanceur -Saving Throw: TODO +Area of Effect: Point in the visual range of the caster +Saving Throw: None Spirit Lion The caster summons a special spirit lion. The spirit lion has 1 HD at level 1, 3 HD at level 3, 5 HD at level 5, 7 HD at level 7, and 10 HD at level 10. @@ -2508,13 +2280,13 @@ - Summon 1 creatures (Spirit Lion)
Spirit Wolf The caster summons a special spirit wolf. The spirit wolf has 1 HD at level 1, 3 HD at level 3, 5 HD at level 5, 7 HD at level 7, and 10 HD at level 10.
Spirit Wolf +(Conjuration) -School: Conjuration Range: 9 meters Duration: 6 turns Casting time: 1 -Area of Effect: Point dans le champ visuel du lanceur -Saving Throw: TODO +Area of Effect: Point in the visual range of the caster +Saving Throw: None Spirit Wolf The caster summons a special spirit wolf. The spirit wolf has 1 HD at level 1, 3 HD at level 3, 5 HD at level 5, 7 HD at level 7, and 10 HD at level 10. @@ -2551,7 +2323,7 @@ Duration: 500 days Casting time: 0 Area of Effect: Caster -Saving Throw: TODO +Saving Throw: None Shapeshift: Sword Spider @@ -2569,7 +2341,7 @@ STATISTICS: - Transformation en Sword Spider -- Create a magical weapon (Attack) +- Create 1 magical weapon (Attack) - Prevents the use of talks
Shapeshift: Baby Wyvern @@ -2587,7 +2359,7 @@ Duration: 500 days Casting time: 0 Area of Effect: Caster -Saving Throw: TODO +Saving Throw: None Shapeshift: Baby Wyvern @@ -2604,7 +2376,7 @@ STATISTICS: - Transformation en Baby Wyvern -- Create a magical weapon (Attack) +- Create 1 magical weapon (Attack) - Prevents the use of talks
Shapeshift: Fire Salamander @@ -2625,7 +2397,7 @@ Duration: 500 days Casting time: 0 Area of Effect: Caster -Saving Throw: TODO +Saving Throw: None Shapeshift: Fire Salamander @@ -2645,7 +2417,7 @@ STATISTICS: - Transformation en Fire Salamander -- Create a magical weapon (Spear) +- Create 1 magical weapon (Spear) - Prevents the use of talks
Charm Person or Mammal (Enchantment/Charm) @@ -2665,10 +2437,10 @@ If the caster harms—or attempts to harm—the charmed person by some overt action, or if a Dispel Magic spell is cast upon the charmed person, the Charm spell is broken. If two or more Charms simultaneously affect a creature, the most recent Charm takes precedence. Note that the subject has full memory of the events that took place whilewas charmed. Also note that you cannot have a charmed creature leave the area where is charmed.
Charm Person or Mammal Range: 7,5 meters -Duration: 1 second +Duration: 1 day Casting time: 1 Area of Effect: 1 creature -Saving Throw: TODO +Saving Throw: None This spell affects any single person it is cast upon. The term person includes any bipedal human, demihuman, or humanoid of man-size or smaller, such as brownies, dryads, dwarves, elves, gnolls, gnomes, goblins, half-elves, halflings, half-orcs, hobgoblins, humans, kobolds, lizard men, nixies, orcs, pixies, sprites, troglodytes, and others. Thus, a 10th-level fighter could be charmed, but an ogre could not. The person is allowed a Saving Throw vs. Spell to negate the effect. @@ -2678,8 +2450,8 @@ STATISTICS: -- Charm the animals (Effectif contre les humanoids and the elementals. Inefficace contre les half elves and the elves) -- Charm the humanoids (Effectif contre les humanoids and the elementals. Inefficace contre les half elves and the elves)
Shapeshift: Werewolf Strength: 19 @@ -2696,7 +2468,7 @@ Duration: 500 days Casting time: 0 Area of Effect: Caster -Saving Throw: TODO +Saving Throw: None Shapeshift: Werewolf @@ -2713,7 +2485,7 @@ STATISTICS: - Transformation en Werewolf -- Create a magical weapon (Attack)
Shapeshift: Greater Werewolf Strength: 21 @@ -2734,7 +2506,7 @@ Duration: 500 days Casting time: 0 Area of Effect: Caster -Saving Throw: TODO +Saving Throw: None Shapeshift: Greater Werewolf @@ -2755,16 +2527,16 @@ STATISTICS: - Transformation en Greater Werewolf -- Create a magical weapon (Attack)
Summon Spirit Animal The summoner calls on a special spirit animal (spirit bear, spirit wolf, spirit lion, or spirit snake) to aidfor 6 turns. The spirit animal has 1 HD at level 1, 3 HD at level 3, 5 HD at level 5, 7 HD at level 7, and 10 HD at level 10.
Summon Spirit Animal +(Conjuration) -School: Conjuration Range: Contact Duration: Instant Casting time: 1 Area of Effect: Caster -Saving Throw: TODO +Saving Throw: None Summon Spirit Animal The summoner calls on a special spirit animal (spirit bear, spirit wolf, spirit lion, or spirit snake) to aidfor 6 turns. The spirit animal has 1 HD at level 1, 3 HD at level 3, 5 HD at level 5, 7 HD at level 7, and 10 HD at level 10. @@ -2773,13 +2545,13 @@
Storm Shield This spell lasts 1 round per level of the caster. It protects the caster completely from lightning, fire, cold, and normal missiles.
Storm Shield +(Abjuration) -School: Abjuration Range: Contact -Duration: 1 round par niveau +Duration: 1 round/level Casting time: 3 Area of Effect: Caster -Saving Throw: TODO +Saving Throw: None Storm Shield This spell lasts 1 round per level of the caster. It protects the caster completely from lightning, fire, cold, and normal missiles. @@ -2809,62 +2581,35 @@ Saving Throw: 1/2 Upon casting this spell, the wizard releases a powerful stroke of electrical energy that inflicts 1d6 points of damage per level of the caster (maximum damage of 10d6) to each creature within its area of effect. A successful Saving Throw vs. Spell reduces this damage to half (round fractions down). The bolt begins at a range and height decided by the caster and streaks outward in a direct line from the casting wizard (e.g., if a 40-ft. bolt was started at 180 ft. from the wizard, the far end of bolt would reach 220 ft. (180+40)). If the Lightning Bolt intersects with a wall, it will bounce until it reaches its full length.
Lightning Bolt +(Invocation) -School: Invocation -Range: Special -Duration: 2 seconds +Range: 3 meters par niveau +Duration: Instant Casting time: 3 -Area of Effect: 1 creature -Saving Throw: TODO +Area of Effect: 1 créature et toute créature dans un rayon de 55 meters +Saving Throw: Special Upon casting this spell, the wizard releases a powerful stroke of electrical energy that inflicts 1d6 points of damage per level of the caster (maximum damage of 10d6) to each creature within its area of effect. A successful Saving Throw vs. Spell reduces this damage to half (round fractions down). The bolt begins at a range and height decided by the caster and streaks outward in a direct line from the casting wizard (e.g., if a 40-ft. bolt was started at 180 ft. from the wizard, the far end of bolt would reach 220 ft. (180+40)). If the Lightning Bolt intersects with a wall, it will bounce until it reaches its full length. STATISTICS: -- Inflicts 1d6 electrical damage to the target (save vs. Spells half) - -From level 2 -- Inflicts 2d6 electrical damage to the target (save vs. Spells half) - -From level 3 -- Inflicts 3d6 electrical damage to the target (save vs. Spells half) - -From level 4 -- Inflicts 4d6 electrical damage to the target (save vs. Spells half) - -From level 5 -- Inflicts 5d6 electrical damage to the target (save vs. Spells half) - -From level 6 -- Inflicts 6d6 electrical damage to the target (save vs. Spells half) - -From level 7 -- Inflicts 7d6 electrical damage to the target (save vs. Spells half) - -From level 8 -- Inflicts 8d6 electrical damage to the target (save vs. Spells half) - -From level 9 -- Inflicts 9d6 electrical damage to the target (save vs. Spells half) - -From level 10 -- Inflicts 10d6 electrical damage to the target (save vs. Spells half)
Seeking Sword This spell creates a sword in the Cleric's hand that cannot be dropped or unequipped. The sword is enchanted as a +4 weapon and provides a +4 THAC0 bonus, but no damage bonus. It deals 2d4 damage to any target it hits. The weapon sets the Cleric's number of attacks per round to 3 and lasts for 1 round per level. While it is equipped, the wielder cannot cast further spells.
Seeking Sword +(Invocation) -School: Invocation Range: Contact -Duration: 1 round par niveau +Duration: 1 round/level Casting time: Special Area of Effect: Caster -Saving Throw: TODO +Saving Throw: None Seeking Sword This spell creates a sword in the Cleric's hand that cannot be dropped or unequipped. The sword is enchanted as a +4 weapon and provides a +4 THAC0 bonus, but no damage bonus. It deals 2d4 damage to any target it hits. The weapon sets the Cleric's number of attacks per round to 3 and lasts for 1 round per level. While it is equipped, the wielder cannot cast further spells. STATISTICS: -- Create a magical weapon (Seeking Sword)
True Sight (Divination) @@ -2876,31 +2621,30 @@ Saving Throw: None Instantly and once each round for 1 turn after this spell is cast, all hostile Illusion/Phantasm spells in a 120-ft. radius around the caster will be dispelled. The spells affected are Reflected Image, Invisibility, Mirror Image, Non-Detection, Improved Invisibility, Shadow Door, Mislead, Project Image, and Simulacrum. The target's Magic Resistance, if any, does not affect this.
True Sight +(Divination) -School: Divination Range: Contact -Duration: 1 round +Duration: 1 turn Casting time: 3 -Area of Effect: 35,5 meters' radius around the caster -Saving Throw: TODO +Area of Effect: Enemies within a 35,5 meters radius around of the caster +Saving Throw: None Instantly and once each round for 1 turn after this spell is cast, all hostile Illusion/Phantasm spells in a 120-ft. radius around the caster will be dispelled. The spells affected are Reflected Image, Invisibility, Mirror Image, Non-Detection, Improved Invisibility, Shadow Door, Mislead, Project Image, and Simulacrum. The target's Magic Resistance, if any, does not affect this. STATISTICS: -- Dissipe tous les sorts de l'école of the Illusion de niveau 9 ou moins sur the target -- Instantly cast True Sight on the caster -- Dispels all illusionary protection spells of level 9 or lower on the target -- Dispel the target's invisibility
Boon of Lathander This spell lasts 1 round per level of the caster. It gives the caster a +1 bonus to attack and damage rolls, a +1 bonus to all Saving Throws, and 1 extra attack per round. It also protects the caster from level drain.
Boon of Lathander +(Conjuration) -School: Conjuration Range: Contact -Duration: 1 round par niveau +Duration: 1 round/level Casting time: 3 Area of Effect: Caster -Saving Throw: TODO +Saving Throw: None This spell lasts 1 round per level of the caster. It gives the caster a +1 bonus to attack and damage rolls, a +1 bonus to all Saving Throws, and 1 extra attack per round. It also protects the caster from level drain. @@ -2922,13 +2666,13 @@ Saving Throw: Neg. This spell holds 1d4 undead creatures rigidly immobile and in place. The effect is centered on the victim selected by the caster. Any enemies within 4 ft. of the target are also affected. Those who succeed on their Saving Throws are totally unaffected by the spell. Held creatures cannot move or speak, but they remain aware of events around them and can use abilities not requiring motion or speech. Being held does not prevent the worsening of the subject's condition due to wounds.
Hold Undead +(Necromancy) -School: Necromancy Range: 10,5 meters -Duration: 2 rounds par niveau +Duration: 2 rounds/level Casting time: 3 -Area of Effect: 1 creature -Saving Throw: TODO +Area of Effect: 1 créature et tout ennemi dans un rayon de 1 meter +Saving Throw: Neg. This spell holds 1d4 undead creatures rigidly immobile and in place. The effect is centered on the victim selected by the caster. Any enemies within 4 ft. of the target are also affected. Those who succeed on their Saving Throws are totally unaffected by the spell. Held creatures cannot move or speak, but they remain aware of events around them and can use abilities not requiring motion or speech. Being held does not prevent the worsening of the subject's condition due to wounds. @@ -2942,7 +2686,7 @@ Duration: 9 seconds Casting time: 0 Area of Effect: Caster -Saving Throw: TODO +Saving Throw: None Stunning Blow All successful attacks within the next round force the victim to Save vs. Spell or be stunned. This special ability automatically modifies normal attacks; no targeting needs to be done. @@ -2952,77 +2696,20 @@ - For each successful unarmed attack by the target: Stuns the target (from level 6 to 14) for 9 seconds (save vs. Spells neg.)
Lay On Hands (Self-Only) The character channels positive energy to healself of 2 Hit Points per level.
Lay On Hands +(Necromancy) -School: Necromancy Range: Contact Duration: Instant Casting time: 1 Area of Effect: Caster -Saving Throw: TODO +Saving Throw: None Lay On Hands (Self-Only) The character channels positive energy to healself of 2 Hit Points per level. STATISTICS: -- Heals 2 hit points to the target - -From level 2 -- Heals 4 hit points to the target - -From level 3 -- Heals 6 hit points to the target - -From level 4 -- Heals 8 hit points to the target - -From level 5 -- Heals 10 hit points to the target - -From level 6 -- Heals 12 hit points to the target - -From level 7 -- Heals 14 hit points to the target - -From level 8 -- Heals 16 hit points to the target - -From level 9 -- Heals 18 hit points to the target - -From level 10 -- Heals 20 hit points to the target - -From level 11 -- Heals 22 hit points to the target - -From level 12 -- Heals 24 hit points to the target - -From level 13 -- Heals 26 hit points to the target - -From level 14 -- Heals 28 hit points to the target - -From level 15 -- Heals 30 hit points to the target - -From level 16 -- Heals 32 hit points to the target - -From level 17 -- Heals 34 hit points to the target - -From level 18 -- Heals 36 hit points to the target - -From level 19 -- Heals 38 hit points to the target - -From level 20 -- Heals 40 hit points to the target
Quivering Palm The next successful attack forces the target to Save vs. Spell or die. This special ability automatically modifies normal attacks; no targeting needs to be done.
Quivering Palm @@ -3030,7 +2717,7 @@ Duration: 5 seconds Casting time: 0 Area of Effect: Caster -Saving Throw: TODO +Saving Throw: None Quivering Palm The next successful attack forces the target to Save vs. Spell or die. This special ability automatically modifies normal attacks; no targeting needs to be done. @@ -3040,13 +2727,13 @@ - For each successful unarmed attack by the target: Instantly slays the target (from level 6 to 14) (save vs. Spells neg.)
Assassination Using every clever trick that experienced thieves have learned in countless battles, this ability allows every strike in the next round to act as a backstab, using the thief's existing backstab modifier to determine damage.
Assassination +(Alteration) -School: Alteration Range: Contact Duration: 1 round Casting time: 0 Area of Effect: Caster -Saving Throw: TODO +Saving Throw: None Assassination Using every clever trick that experienced thieves have learned in countless battles, this ability allows every strike in the next round to act as a backstab, using the thief's existing backstab modifier to determine damage. @@ -3056,13 +2743,13 @@ - Transforme toute attaque portée en attaque sournoise (si l'arme équipée l'autorise)
Avoid Death With extraordinary effort, a high-level rogue can avoid almost certain death. The effect lasts for 5 rounds, and during this time, the rogue's Save vs. Death receives a bonus of 5, Hit Points are increased by 20, and the rogue becomes immune to death magic.
Avoid Death +(Alteration) -School: Alteration Range: Contact Duration: 5 rounds Casting time: 0 Area of Effect: Caster -Saving Throw: TODO +Saving Throw: None Avoid Death With extraordinary effort, a high-level rogue can avoid almost certain death. The effect lasts for 5 rounds, and during this time, the rogue's Save vs. Death receives a bonus of 5, Hit Points are increased by 20, and the rogue becomes immune to death magic. @@ -3083,13 +2770,13 @@ Saving Throw: None This spell opens a celestial gate and calls forth an angelic deva to fight at the caster's side until the spell expires or the deva's earthly avatar is slain.
Summon Deva +(Conjuration) -School: Conjuration Range: 12 meters -Duration: 4 rounds + 1 round par niveau +Duration: 4 rounds + 1 round/level Casting time: 5 -Area of Effect: Point dans le champ visuel du lanceur -Saving Throw: TODO +Area of Effect: Point in the visual range of the caster +Saving Throw: None This spell opens a celestial gate and calls forth an angelic deva to fight at the caster's side until the spell expires or the deva's earthly avatar is slain. @@ -3110,7 +2797,7 @@ Duration: 5 rounds Casting time: 1 Area of Effect: Caster -Saving Throw: TODO +Saving Throw: None The shaman slips into a space between the spirit world and the material plane, rendering them partially incorporeal. For the next 5 rounds, all physical attacks directed against the shaman deal 50% of their normal damage. During this time, the shaman is also under the effects of Improved Invisibility and cannot be directly targeted by spells. @@ -3134,7 +2821,7 @@ Duration: 1 hour Casting time: 9 Area of Effect: Caster -Saving Throw: TODO +Saving Throw: None This powerful rite shields the shaman from death for 10 turns or until discharged. While under the protection of this rite, the shaman is immune to all forms of death magic. In addition, if the shaman is reduced below 10% Hit Points and the rite is active, the shaman instantly receives the benefit of a Heal spell. The rite's protection (including the immunity to death) is completely discharged once the Heal spell is triggered. @@ -3153,31 +2840,16 @@ Range: 9 meters Duration: 2 seconds Casting time: 1 -Area of Effect: 7,5 meters' radius -Saving Throw: TODO +Area of Effect: 7,5 meters cone on a 140° arc +Saving Throw: Special Breath Weapon The character breathes a gout of flame up to 30 ft. long, inflicting 3d8 points of fire damage on all creatures caught within the 140-degree cone. The ability deals an additional 1d8 points of fire damage for every three levels beyond 3rd level the character has attained (4d8 at 6th level, 5d8 at 9th level, and so on, up to a maximum of 8d8 at 18th level). STATISTICS: -- Combat mental -- Inflicts 3d8 fire damage to the target - -From level 6 -- Inflicts 4d8 fire damage to the target - -From level 9 -- Inflicts 5d8 fire damage to the target - -From level 12 -- Inflicts 6d8 fire damage to the target - -From level 15 -- Inflicts 7d8 fire damage to the target - -From level 18 -- Inflicts 8d8 fire damage to the target
Blindness (Illusion/Phantasm) @@ -3189,13 +2861,13 @@ Saving Throw: Neg. This 1st-level spell temporarily blinds its target. A Saving Throw is allowed and, if successful, there are no harmful effects. If a victim is blinded,receives a -4 penalty to attack rolls and Armor Class.
Blindness +(Illusion) -School: Illusion Range: 9 meters Duration: 2 hours Casting time: 2 Area of Effect: 1 creature -Saving Throw: TODO +Saving Throw: Neg. This 1st-level spell temporarily blinds its target. A Saving Throw is allowed and, if successful, there are no harmful effects. If a victim is blinded,receives a -4 penalty to attack rolls and Armor Class. @@ -3213,13 +2885,13 @@ Saving Throw: None When a Blur spell is cast, the wizard causes the outline of form to become blurred, shifting and wavering. This distortion causes all missile and melee combat attacks against the caster to be made with -3 penalties. The wizard also gains a +1 to all of Saving Throws.
Blur +(Illusion) -School: Illusion Range: Contact -Duration: 4 rounds + 2 rounds par niveau +Duration: 4 rounds + 2 rounds/level Casting time: 2 Area of Effect: Caster -Saving Throw: TODO +Saving Throw: None When a Blur spell is cast, the wizard causes the outline ofform to become blurred, shifting and wavering. This distortion causes all missile and melee combat attacks against the caster to be made with -3 penalties. The wizard also gains a +1 to all of Saving Throws. @@ -3239,29 +2911,29 @@ Saving Throw: Neg. When the caster completes this spell, a red glow encompasses hand. When the wizard makes a successful melee attack against a creature, that creature is punched for 1d2 fist damage (Strength bonuses apply) and must make a Saving Throw vs. Spell or be paralyzed for 5 rounds.
Ghoul Touch +(Necromancy) -School: Necromancy Range: Contact Duration: 5 rounds Casting time: 1 Area of Effect: Caster -Saving Throw: TODO +Saving Throw: None When the caster completes this spell, a red glow encompasseshand. When the wizard makes a successful melee attack against a creature, that creature is punched for 1d2 fist damage (Strength bonuses apply) and must make a Saving Throw vs. Spell or be paralyzed for 5 rounds. STATISTICS: -- Create a magical weapon (Ghoul Touch)
Frozen Fist When this ability is activated, the Dark Moon Monk's fists are wreathed in a frosty shell. For 1 turn, the Dark Moon Monk's unarmed attacks deal an additional 2 points of cold damage on each successful hit.
Frozen Fist +(Necromancy) -School: Necromancy Range: Contact Duration: 1 turn Casting time: 1 Area of Effect: Caster -Saving Throw: TODO +Saving Throw: None Frozen Fist @@ -3281,13 +2953,13 @@ Saving Throw: None When a Mirror Image spell is invoked, the caster causes from 2 to 8 exact duplicates ofself to come into being around . These images do exactly what the wizard does. Since the spell causes a blurring and slight distortion when cast, it is impossible for opponents to be certain which are the illusions and which is the actual wizard. When an image is struck by a melee or missile attack—magical or otherwise—it disappears, but any other existing images remain intact until they are struck. However, it is important to note that this will not protect the caster against every attack, as it is possible for an enemy to choose the real caster amongst all the images.
Mirror Image +(Illusion) -School: Illusion Range: Contact -Duration: 3 rounds + 1 round par niveau +Duration: 3 rounds + 1 round/level Casting time: 1 Area of Effect: Caster -Saving Throw: TODO +Saving Throw: None When a Mirror Image spell is invoked, the caster causes from 2 to 8 exact duplicates ofself to come into being around . These images do exactly what the wizard does. Since the spell causes a blurring and slight distortion when cast, it is impossible for opponents to be certain which are the illusions and which is the actual wizard. When an image is struck by a melee or missile attack—magical or otherwise—it disappears, but any other existing images remain intact until they are struck. However, it is important to note that this will not protect the caster against every attack, as it is possible for an enemy to choose the real caster amongst all the images. @@ -3307,13 +2979,13 @@ When this spell is cast, the target loses 1d6 Hit Points for every 2 caster levels, to a maximum drain of 6d6 for a 12th-level caster. These Hit Points are added to the caster's current Hit Points, with any Hit Points over the caster's normal maximum treated as temporary additional Hit Points. The temporary Hit Points last for 1 hour. Note: This spell may not be cast multiple times to radically increase the caster's maximum Hit Points.
Vampiric Touch +(Necromancy) -School: Necromancy Range: 3 meters Duration: Instant Casting time: 3 Area of Effect: 1 creature -Saving Throw: TODO +Saving Throw: None When this spell is cast, the target loses 1d6 Hit Points for every 2 caster levels, to a maximum drain of 6d6 for a 12th-level caster. These Hit Points are added to the caster's current Hit Points, with any Hit Points over the caster's normal maximum treated as temporary additional Hit Points. The temporary Hit Points last for 1 hour. @@ -3321,19 +2993,19 @@ STATISTICS: -- Instantly cast Vampiric Touch on the target (Inefficace contre les the wearer, the undead and the golems) +- Instantly cast Vampiric Touch on the target (Ineffective against the wearer, the undead and the golems) From level 6 -- Instantly cast Vampiric Touch on the target (Inefficace contre les the wearer, the undead and the golems) +- Instantly cast Vampiric Touch on the target (Ineffective against the wearer, the undead and the golems) From level 8 -- Instantly cast Vampiric Touch on the target (Inefficace contre les the wearer, the undead and the golems) +- Instantly cast Vampiric Touch on the target (Ineffective against the wearer, the undead and the golems) From level 10 -- Instantly cast Vampiric Touch on the target (Inefficace contre les the wearer, the undead and the golems) +- Instantly cast Vampiric Touch on the target (Ineffective against the wearer, the undead and the golems) From level 12 -- Instantly cast Vampiric Touch on the target (Inefficace contre les the wearer, the undead and the golems)
Chromatic Orb (Evocation) @@ -3356,14 +3028,14 @@ 12th Level: 2d8 acid damage and instantly kills the victim. NOTE: The victim saves vs. Spell with a +6 bonus against all the effects and gets no save against the damage.
Chromatic Orb +(Invocation) -School: Invocation Level: 1 Range: 27,5 meters Duration: Special Casting time: 1 Area of Effect: 1 creature -Saving Throw: TODO +Saving Throw: Special This spell causes a 2-ft. diameter sphere to appear in the caster's hand. When thrown, the sphere heads unerringly to its target. The effect the orb has upon the target varies with the level of the caster. Each orb will do damage to the target against which there is no save and an effect against which the target must save vs. Spell with a +6 bonus: 1st Level: 1d4 damage and blinds the target for 1 round. @@ -3384,7 +3056,6 @@ - Inflicts 1d4 magic damage to the target From level 2 -- Inflicts 1d4 magic damage to the target - Armor Class of the target: -1 for 10 seconds (save vs. Spells at +6 neg.) - Reduces the Dexterity of the target by 1 for 10 seconds (save vs. Spells at +6 neg.) - Reduces the Strength of the target by 1 for 10 seconds (save vs. Spells at +6 neg.) @@ -3395,7 +3066,6 @@ - Inflicts 1d8 fire damage to the target (save vs. Spells at +6 neg.) From level 4 -- Inflicts 1d6 magic damage to the target - Blinds the target for 1 turn (save vs. Spells at +6 neg.) From level 5 @@ -3403,7 +3073,6 @@ - Stuns the target for 3 rounds (save vs. Spells at +6 neg.) From level 6 -- Inflicts 1d8 magic damage to the target - Reduces the THAC0 of the target by 4 for 1 turn (save vs. Spells at +6 neg.) From level 7 @@ -3428,14 +3097,14 @@ Saving Throw: Neg. A Web spell creates a many-layered mass of strong, sticky strands similar to spider webs but far larger and tougher. The Web spell covers a maximum area of about 15 ft. in radius (roughly the same size as a Fireball). Creatures caught within webs, or simply touching them, become stuck among the gluey fibers. Anyone in the area when the spell is cast must roll a Saving Throw vs. Spell with a -2 penalty. If the Saving Throw is successful, then the creature is free to move out of the area. A failed Saving Throw means the creature is stuck in the webs unable to move. Each round that a creature remains in the web, it must make a Saving Throw or be unable to move.
Web +(Invocation) -School: Invocation Level: 2 Range: 12 meters Duration: 7 seconds Casting time: 2 Area of Effect: 4,5 meters' radius -Saving Throw: TODO +Saving Throw: Neg. A Web spell creates a many-layered mass of strong, sticky strands similar to spider webs but far larger and tougher. The Web spell covers a maximum area of about 15 ft. in radius (roughly the same size as a Fireball). Creatures caught within webs, or simply touching them, become stuck among the gluey fibers. Anyone in the area when the spell is cast must roll a Saving Throw vs. Spell with a -2 penalty. If the Saving Throw is successful, then the creature is free to move out of the area. A failed Saving Throw means the creature is stuck in the webs unable to move. Each round that a creature remains in the web, it must make a Saving Throw or be unable to move. @@ -3454,35 +3123,20 @@ Saving Throw: 1/2 Upon casting this spell, the wizard releases a powerful stroke of electrical energy that inflicts 1d6 points of damage per level of the caster (maximum damage of 10d6) to each creature within its area of effect. A successful Saving Throw vs. Spell reduces this damage to half (round fractions down). The bolt begins at a range and height decided by the caster and streaks outward in a direct line from the casting wizard (e.g., if a 40-ft. bolt was started at 180 ft. from the wizard, the far end of bolt would reach 220 ft. (180+40)). If the Lightning Bolt intersects with a wall, it will bounce until it reaches its full length.
Lightning Bolt +(Invocation) -School: Invocation Level: 3 -Range: Special -Duration: 2 seconds +Range: 3 meters par niveau +Duration: Instant Casting time: 3 -Area of Effect: 1 creature -Saving Throw: TODO +Area of Effect: 1 créature et toute créature dans un rayon de 55 meters +Saving Throw: Special Upon casting this spell, the wizard releases a powerful stroke of electrical energy that inflicts 1d6 points of damage per level of the caster (maximum damage of 10d6) to each creature within its area of effect. A successful Saving Throw vs. Spell reduces this damage to half (round fractions down). The bolt begins at a range and height decided by the caster and streaks outward in a direct line from the casting wizard (e.g., if a 40-ft. bolt was started at 180 ft. from the wizard, the far end of bolt would reach 220 ft. (180+40)). If the Lightning Bolt intersects with a wall, it will bounce until it reaches its full length. STATISTICS: -- Inflicts 5d6 electrical damage to the target (save vs. Spells half) - -From level 6 -- Inflicts 6d6 electrical damage to the target (save vs. Spells half) - -From level 7 -- Inflicts 7d6 electrical damage to the target (save vs. Spells half) - -From level 8 -- Inflicts 8d6 electrical damage to the target (save vs. Spells half) - -From level 9 -- Inflicts 9d6 electrical damage to the target (save vs. Spells half) - -From level 10 -- Inflicts 10d6 electrical damage to the target (save vs. Spells half)
Improved Invisibility (Illusion/Phantasm) @@ -3496,14 +3150,14 @@ This spell is similar to Invisibility, but the recipient is able to attack by missile discharge, melee combat, or spellcasting while remaining unseen. However, telltale traces—a shimmering—allow an observant opponent to attack the invisible spell recipient. These traces are only noticeable when specifically looked for (after the invisible character has madepresence known). Attacks against the invisible character suffer a -4 penalty to attack rolls, and the invisible character's Saving Throws are made with a +4 bonus. Note: After making an attack, the wizard is no longer completely invisible. Opponents can target the wizard.
Improved Invisibility +(Illusion) -School: Illusion Level: 4 Range: 3 meters -Duration: 3 rounds + 1 round par niveau +Duration: 3 rounds + 1 round/level Casting time: 4 Area of Effect: 1 creature -Saving Throw: TODO +Saving Throw: None This spell is similar to Invisibility, but the recipient is able to attack by missile discharge, melee combat, or spellcasting while remaining unseen. However, telltale traces—a shimmering—allow an observant opponent to attack the invisible spell recipient. These traces are only noticeable when specifically looked for (after the invisible character has madepresence known). Attacks against the invisible character suffer a -4 penalty to attack rolls, and the invisible character's Saving Throws are made with a +4 bonus. @@ -3524,14 +3178,14 @@ Saving Throw: Special The effects of this spell are identical to the 4th-level spell Confusion in all respects. The victims wander around as if in a daze, sometimes wandering away, sometimes attacking either friend or foe. If the victim is 4th level or lower, does not receive a Saving Throw vs. the effects. However, if the victim is 5th level or higher, receives a Save vs. Spell with a -4 penalty. The spell lasts for the duration or until a successful Dispel Magic is cast.
Chaos +(Enchantment) -School: Enchantment Level: 5 Range: 10,5 meters -Duration: 5 rounds + 1 round par tranche de 6 niveaux +Duration: 5 rounds + 1 round/6 levels Casting time: 4 -Area of Effect: 4,5 meters' radius -Saving Throw: TODO +Area of Effect: Enemies within a 4,5 meters radius +Saving Throw: Special The effects of this spell are identical to the 4th-level spell Confusion in all respects. The victims wander around as if in a daze, sometimes wandering away, sometimes attacking either friend or foe. If the victim is 4th level or lower,does not receive a Saving Throw vs. the effects. However, if the victim is 5th level or higher, receives a Save vs. Spell with a -4 penalty. The spell lasts for the duration or until a successful Dispel Magic is cast. @@ -3550,32 +3204,20 @@ Saving Throw: 1/2 When the wizard casts Chain Lightning, arcs of electrical energy burst from fingertips. These brilliant arcs of lightning leap at all enemies near the caster, burning them with electrical damage. The lightning causes 1d6 points of damage for every 2 levels of the caster. If the target of the lightning saves vs. Spell, only half damage is inflicted. Thus, a 12th-level wizard will cause 6d6 damage to a victim (3d6 if the victim makes Saving Throw vs. Spell).
Chain Lightning +(Invocation) -School: Invocation Level: 6 Range: 12 meters Duration: Instant Casting time: 5 -Area of Effect: 1 creature -Saving Throw: TODO +Area of Effect: 1 créature et tout ennemi dans un rayon de 4,5 meters +Saving Throw: 1/2 When the wizard casts Chain Lightning, arcs of electrical energy burst fromfingertips. These brilliant arcs of lightning leap at all enemies near the caster, burning them with electrical damage. The lightning causes 1d6 points of damage for every 2 levels of the caster. If the target of the lightning saves vs. Spell, only half damage is inflicted. Thus, a 12th-level wizard will cause 6d6 damage to a victim (3d6 if the victim makes Saving Throw vs. Spell). STATISTICS: -- Inflicts 6d6 electrical damage to the target (save vs. Spells half) - -From level 14 -- Inflicts 7d6 electrical damage to the target (save vs. Spells half) - -From level 16 -- Inflicts 8d6 electrical damage to the target (save vs. Spells half) - -From level 18 -- Inflicts 9d6 electrical damage to the target (save vs. Spells half) - -From level 20 -- Inflicts 10d6 electrical damage to the target (save vs. Spells half)
Defensive Stance For 1 turn, the character gains +50% resistance to all forms of physical damage, a +2 bonus to Saving Throws, and a 50% movement rate penalty. @@ -3585,7 +3227,7 @@ Duration: 1 turn Casting time: 0 Area of Effect: Caster -Saving Throw: TODO +Saving Throw: None For 1 turn, the character gains +50% resistance to all forms of physical damage, a +2 bonus to Defensive Stance may not be used in conjunction with Hardiness. @@ -3606,14 +3248,14 @@ Saving Throw: 1/2 When the priest calls down a Flame Strike spell, a vertical column of fire roars downward in the exact location called for by the caster. The target must roll a Saving Throw vs. Spell. Failure means the creature sustains 1d8 points of damage per level of the caster; otherwise, the damage is halved.
Flame Strike +(Invocation) -School: Invocation Level: 1 Range: 12 meters Duration: Instant Casting time: 0 Area of Effect: 1 creature -Saving Throw: TODO +Saving Throw: 1/2 When the priest calls down a Flame Strike spell, a vertical column of fire roars downward in the exact location called for by the caster. The target must roll a Saving Throw vs. Spell. Failure means the creature sustains 1d8 points of damage per level of the caster; otherwise, the damage is halved. @@ -3627,7 +3269,7 @@ Duration: Instant Casting time: 0 Area of Effect: Caster -Saving Throw: TODO +Saving Throw: None Druid Polymorph This ability allows the character to polymorph into a bear or wolf. @@ -3649,13 +3291,13 @@ By casting this spell and layinghand upon a creature, the priest causes 8 points of wound or other injury damage to the creature's body to be healed. This healing cannot affect creatures without corporeal bodies, nor can it cure wounds of creatures not living or of extraplanar origin. Curing is permanent only insofar as the creature does not sustain further damage; caused wounds will heal—or can be cured—just as any normal injury.
Cure Light Wounds +(Necromancy) -School: Necromancy Range: 3 meters Duration: Instant Casting time: 1 Area of Effect: 1 creature -Saving Throw: TODO +Saving Throw: None By casting this spell and layinghand upon a creature, the priest causes 8 points of wound or other injury damage to the creature's body to be healed. This healing cannot affect creatures without corporeal bodies, nor can it cure wounds of creatures not living or of extraplanar origin. @@ -3677,13 +3319,13 @@ Saving Throw: None When this spell is placed upon a poisoned individual, it greatly slows the effects of venom, actually neutralizing all but the most deadly poisons.
Slow Poison +(Necromancy) -School: Necromancy Range: 3 meters Duration: Instant Casting time: 1 Area of Effect: 1 creature -Saving Throw: TODO +Saving Throw: None When this spell is placed upon a poisoned individual, it greatly slows the effects of venom, actually neutralizing all but the most deadly poisons. @@ -3703,34 +3345,19 @@ Saving Throw: None The priest calls upongod to grant power for a short period. When does this, Strength, Constitution, and Dexterity are all raised by 1 point for every 3 levels of the caster. A 3rd-level caster would have abilities raised by 1, while a 12th-level caster would have abilities raised by 4.
Draw Upon Holy Might +(Invocation) -School: Invocation Range: Contact Duration: 1 turn Casting time: 2 Area of Effect: Caster -Saving Throw: TODO +Saving Throw: None The priest calls upongod to grant power for a short period. When does this, Strength, Constitution, and Dexterity are all raised by 1 point for every 3 levels of the caster. A 3rd-level caster would have abilities raised by 1, while a 12th-level caster would have abilities raised by 4. STATISTICS: -- Strength, Dexterity and Constitution: +1 (not cumulative) - -From level 6 -- Strength, Dexterity and Constitution: +2 (not cumulative) - -From level 9 -- Strength, Dexterity and Constitution: +3 (not cumulative) - -From level 12 -- Strength, Dexterity and Constitution: +4 (not cumulative) - -From level 15 -- Strength, Dexterity and Constitution: +5 (not cumulative) - -From level 18 -- Strength, Dexterity and Constitution: +6 (not cumulative)
Larloch's Minor Drain (Necromancy) @@ -3742,19 +3369,19 @@ Saving Throw: None With this spell, the wizard drains the life force from a target and adds it toown. The target creature suffers 4 damage, while the Mage gains 4 Hit Points. If the Mage goes over maximum Hit Point total with this spell, loses any extra Hit Points after 1 turn.
Larloch's Minor Drain +(Necromancy) -School: Necromancy Range: 9 meters Duration: Instant Casting time: 1 Area of Effect: 1 creature -Saving Throw: TODO +Saving Throw: None With this spell, the wizard drains the life force from a target and adds it toown. The target creature suffers 4 damage, while the Mage gains 4 Hit Points. If the Mage goes over maximum Hit Point total with this spell, loses any extra Hit Points after 1 turn. STATISTICS: -- Drains 4 magic damage to the target for 1 turn (not cumulative) (Inefficace contre les the wearer, the undead and the golems)
Horror (Necromancy) @@ -3766,13 +3393,13 @@ Saving Throw: Neg. All enemies within the area of effect when this spell is cast must save vs. Spell or flee in terror. Certain creatures are immune to the effects of fear, including all undead.
Horror +(Necromancy) -School: Necromancy Range: 9 meters Duration: 3 rounds Casting time: 1 -Area of Effect: 4,5 meters' radius -Saving Throw: TODO +Area of Effect: Enemies within a 4,5 meters radius +Saving Throw: Neg. All enemies within the area of effect when this spell is cast must save vs. Spell or flee in terror. Certain creatures are immune to the effects of fear, including all undead. @@ -3792,13 +3419,13 @@ When this spell is cast, the target loses 1d6 Hit Points for every 2 caster levels, to a maximum drain of 6d6 for a 12th-level caster. These Hit Points are added to the caster's current Hit Points, with any Hit Points over the caster's normal maximum treated as temporary additional Hit Points. The temporary Hit Points last for 1 hour. Note: This spell may not be cast multiple times to radically increase the caster's maximum Hit Points.
Vampiric Touch +(Necromancy) -School: Necromancy Range: 3 meters Duration: Instant Casting time: 3 Area of Effect: 1 creature -Saving Throw: TODO +Saving Throw: None When this spell is cast, the target loses 1d6 Hit Points for every 2 caster levels, to a maximum drain of 6d6 for a 12th-level caster. These Hit Points are added to the caster's current Hit Points, with any Hit Points over the caster's normal maximum treated as temporary additional Hit Points. The temporary Hit Points last for 1 hour. @@ -3806,19 +3433,19 @@ STATISTICS: -- Instantly cast Vampiric Touch on the target (Inefficace contre les the wearer, the undead and the golems) +- Instantly cast Vampiric Touch on the target (Ineffective against the wearer, the undead and the golems) From level 6 -- Instantly cast Vampiric Touch on the target (Inefficace contre les the wearer, the undead and the golems) +- Instantly cast Vampiric Touch on the target (Ineffective against the wearer, the undead and the golems) From level 8 -- Instantly cast Vampiric Touch on the target (Inefficace contre les the wearer, the undead and the golems) +- Instantly cast Vampiric Touch on the target (Ineffective against the wearer, the undead and the golems) From level 10 -- Instantly cast Vampiric Touch on the target (Inefficace contre les the wearer, the undead and the golems) +- Instantly cast Vampiric Touch on the target (Ineffective against the wearer, the undead and the golems) From level 12 -- Instantly cast Vampiric Touch on the target (Inefficace contre les the wearer, the undead and the golems)
Shapeshift: Brown Bear Strength: 18/00 @@ -3835,7 +3462,7 @@ Duration: 500 days Casting time: 1 Area of Effect: Caster -Saving Throw: TODO +Saving Throw: None Shapeshift: Brown Bear @@ -3852,7 +3479,7 @@ STATISTICS: - Transformation en Brown Bear -- Create a magical weapon (Attack) +- Create 1 magical weapon (Attack) - Prevents the use of talks
Charm Animal This spell affects any single animal it is cast upon. The animal is allowed a Save vs. Spell to negate the effect. @@ -3860,92 +3487,35 @@ If the spell's recipient fails its Saving Throw, it regards the caster as a trusted friend and ally to be heeded and protected. The caster may give it orders, and the charmed animal will carry them out as quickly as possible. If the caster harms—or attempts to harm—the charmed animal by some overt action, or if a Dispel Magic spell is cast upon the charmed animal, the spell is broken. If two or more charms simultaneously affect a creature, the most recent charm takes precedence. Note that the subject will be hostile when the charm expires, regardless of its original attitude. Also note that you cannot have a charmed creature leave the area where it was charmed.
Charm Animal +(Enchantment) -School: Enchantment Range: 3 meters Duration: 2 turns Casting time: 1 Area of Effect: 1 creature -Saving Throw: TODO +Saving Throw: Special If the spell's recipient fails its If the caster harms—or attempts to harm—the charmed animal by some overt action, or if a Dispel Magic spell is cast upon the charmed animal, the spell is broken. If two or more charms simultaneously affect a creature, the most recent charm takes precedence. Note that the subject will be hostile when the charm expires, regardless of its original attitude. Also note that you cannot have a charmed creature leave the area where it was charmed. STATISTICS: -- Charm the animals (save vs. Spells neg.) (Effectif contre les animals. Inefficace contre les elves and the half elves)
Lay On Hands The character channels positive energy to heal the touched creature of 2 Hit Points per level of the caster.
Lay On Hands +(Necromancy) -School: Necromancy Range: 3 meters Duration: Instant Casting time: 1 Area of Effect: 1 creature -Saving Throw: TODO +Saving Throw: None Lay On Hands The character channels positive energy to heal the touched creature of 2 Hit Points per level of the caster. STATISTICS: -- Heals 2 hit points to the target - -From level 2 -- Heals 4 hit points to the target - -From level 3 -- Heals 6 hit points to the target - -From level 4 -- Heals 8 hit points to the target - -From level 5 -- Heals 10 hit points to the target - -From level 6 -- Heals 12 hit points to the target - -From level 7 -- Heals 14 hit points to the target - -From level 8 -- Heals 16 hit points to the target - -From level 9 -- Heals 18 hit points to the target - -From level 10 -- Heals 20 hit points to the target - -From level 11 -- Heals 22 hit points to the target - -From level 12 -- Heals 24 hit points to the target - -From level 13 -- Heals 26 hit points to the target - -From level 14 -- Heals 28 hit points to the target - -From level 15 -- Heals 30 hit points to the target - -From level 16 -- Heals 32 hit points to the target - -From level 17 -- Heals 34 hit points to the target - -From level 18 -- Heals 36 hit points to the target - -From level 19 -- Heals 38 hit points to the target - -From level 20 -- Heals 40 hit points to the target
Shapeshift: Wolf Strength: 15 @@ -3965,7 +3535,7 @@ Duration: 500 days Casting time: 1 Area of Effect: Caster -Saving Throw: TODO +Saving Throw: None Shapeshift: Wolf @@ -3985,7 +3555,7 @@ STATISTICS: - Transformation en Wolf -- Create a magical weapon (Attack) +- Create 1 magical weapon (Attack) - Prevents the use of talks
Shapeshift: Black Bear @@ -4003,7 +3573,7 @@ Duration: 500 days Casting time: 1 Area of Effect: Caster -Saving Throw: TODO +Saving Throw: None Shapeshift: Black Bear @@ -4020,7 +3590,7 @@ STATISTICS: - Transformation en Black Bear -- Create a magical weapon (Attack) +- Create 1 magical weapon (Attack) - Prevents the use of talks
Dispel Magic (Abjuration) @@ -4036,13 +3606,13 @@ A Dispel Magic spell removes magical effects upon anyone within the area. This includes effects given from spells, potions and certain magical items such as wands. It does not, however, affect enchanted magical items or spell protections such as Spell Turning and Spell Deflection. The chance of the dispel succeeding is determined by the level of the caster and the level of the magic being dispelled. The base chance of successfully dispelling is 50%. For every level that the caster of the Dispel Magic is above the original caster,chance of success increases by 5%. For every level that the caster of Dispel Magic is below the original caster, chance of success decreases by 10%. However, despite the difference in levels, there is always at least a 5% chance of success or failure. Thus, if a caster is 10 levels higher than the magic is trying to dispel, there is only a 5% chance of failure. Similarly if the caster is 4 levels lower than the magic is trying to dispel, there is only a 10% chance of success. Intuitively, this spell is almost useless if the target is 5 or more levels higher than the caster. Note: While this spell dispels the individual effects of Grease, Web, Stinking Cloud, and other such spells, it does not dispel the area of effect.
Dispel Magic +(Abjuration) -School: Abjuration Range: 9 meters Duration: Instant Casting time: 4 Area of Effect: 4,5 meters' radius -Saving Throw: TODO +Saving Throw: None A Dispel Magic spell removes magical effects upon anyone within the area. This includes effects given from spells, potions and certain magical items such as wands. It does not, however, affect enchanted magical items or spell protections such as Spell Turning and Spell Deflection. The chance of the dispel succeeding is determined by the level of the caster and the level of the magic being dispelled. The base chance of successfully dispelling is 50%. For every level that the caster of the Dispel Magic is above the original caster,chance of success increases by 5%. For every level that the caster of Dispel Magic is below the original caster, chance of success decreases by 10%. However, despite the difference in levels, there is always at least a 5% chance of success or failure. Thus, if a caster is 10 levels higher than the magic is trying to dispel, there is only a 5% chance of failure. Similarly if the caster is 4 levels lower than the magic is trying to dispel, there is only a 10% chance of success. Intuitively, this spell is almost useless if the target is 5 or more levels higher than the caster. @@ -4063,80 +3633,35 @@ Saving Throw: None By calling upon deity, the caster of a Spiritual Hammer spell brings into existence a magical hammer, which can use for the duration of the spell. It strikes as a magical weapon with a bonus of +1 for every 6 experience levels (or fraction) of the caster, up to a total of +3 to the attack roll and +3 to the damage roll for a 13th-level caster. The base damage inflicted when it scores a hit is exactly the same as a normal war hammer (1d4+1 vs. opponents of man-size or smaller and 1d4 upon larger opponents, plus the magical bonus).
Spiritual Hammer +(Invocation) -School: Invocation Range: Contact -Duration: 3 rounds + 1 round par niveau +Duration: 3 rounds + 1 round/level Casting time: 1 Area of Effect: Caster -Saving Throw: TODO +Saving Throw: None By calling upondeity, the caster of a Spiritual Hammer spell brings into existence a magical hammer, which can use for the duration of the spell. It strikes as a magical weapon with a bonus of +1 for every 6 experience levels (or fraction) of the caster, up to a total of +3 to the attack roll and +3 to the damage roll for a 13th-level caster. The base damage inflicted when it scores a hit is exactly the same as a normal war hammer (1d4+1 vs. opponents of man-size or smaller and 1d4 upon larger opponents, plus the magical bonus). STATISTICS: -- Create a magical weapon (Spiritual Hammer) +- Create 1 magical weapon (Spiritual Hammer) -From level 4 -- Create a magical weapon (Spiritual Hammer) +From level 7 +- Create 1 magical weapon (Spiritual Hammer) -From level 5 -- Create a magical weapon (Spiritual Hammer) - -From level 6 -- Create a magical weapon (Spiritual Hammer) - -From level 7 -- Create a magical weapon (Spiritual Hammer) - -From level 8 -- Create a magical weapon (Spiritual Hammer) - -From level 9 -- Create a magical weapon (Spiritual Hammer) - -From level 10 -- Create a magical weapon (Spiritual Hammer) - -From level 11 -- Create a magical weapon (Spiritual Hammer) - -From level 12 -- Create a magical weapon (Spiritual Hammer) - -From level 13 -- Create a magical weapon (Spiritual Hammer) - -From level 14 -- Create a magical weapon (Spiritual Hammer) - -From level 15 -- Create a magical weapon (Spiritual Hammer) - -From level 16 -- Create a magical weapon (Spiritual Hammer) - -From level 17 -- Create a magical weapon (Spiritual Hammer) - -From level 18 -- Create a magical weapon (Spiritual Hammer) - -From level 19 -- Create a magical weapon (Spiritual Hammer) - -From level 20 -- Create a magical weapon (Spiritual Hammer)
Summon Dread Wolf +From level 13 +- Create 1 magical weapon (Spiritual Hammer)
Summon Dread Wolf Faldorn's connection to nature manifests in an ability to call upon a powerful dread wolf. The wolf will follow Faldorn's commands until slain or after 2 hours.
Summon Dread Wolf +(Conjuration) -School: Conjuration Range: 9 meters Duration: 2 hours Casting time: 5 -Area of Effect: Point dans le champ visuel du lanceur -Saving Throw: TODO +Area of Effect: Point in the visual range of the caster +Saving Throw: None Summon Dread Wolf @@ -4148,13 +3673,13 @@+- Charm the humanoids (save vs. Spells at +2 neg.) (Effective against humanoids. Ineffective at 91 % against elves and at 31 % against half elves) SPIN115
Summon Ghast Summon Ghast No one knows just how Tiax managed to learn this particular bit of necromancy, perhaps because it seems an odd question to ask while being mauled by one of his creations. The spell summons a feral ghast, which remains for 2 hours to serve Tiax's bidding before returning to dust. Summon Ghast +(Conjuration) -School: Conjuration Range: 9 meters Duration: 2 hours Casting time: 5 -Area of Effect: Point dans le champ visuel du lanceur -Saving Throw: TODO +Area of Effect: Point in the visual range of the caster +Saving Throw: None Summon Ghast @@ -4179,7 +3704,7 @@ Duration: Instant Casting time: 0 Area of Effect: Caster -Saving Throw: TODO +Saving Throw: None These are Eldoth's personal poisoned arrows. He learned how to use poison at a young age and can create enough venom for about 5 arrows per day. He is the only person who can safely handle these arrows. @@ -4203,7 +3728,7 @@ Duration: 2 turns Casting time: 0 Area of Effect: Caster -Saving Throw: TODO +Saving Throw: Special Berserk Minsc becomes enraged for 2 turns. While enraged, he gains a +2 bonus to his Strength and Dexterity and becomes immune to charm, confusion, fear, feeblemind, hold, level drain, maze, stun, and sleep. He also gains 15 temporary Hit Points, which are taken away at the end of the berserk spree (possibly knocking him unconscious). @@ -4213,8 +3738,7 @@ - Immunity to stun, charms, horror, sleep, panic, confusion, maze, level drain, paralysis and Feeblemindedness - Maximum hit points: +15 - Heals 15 hit points to the caster -- Inflicts 15 stunning damage to the caster -- Dispels and protects from effects of the spell Horror on the caster +- Inflicts 15 stunning damage to the caster after 119 seconds - Cure horror - In combat; Causes the caster to go berserk - Strength: +2 @@ -4230,13 +3754,13 @@ Saving Throw: None This spell causes the creature touched to vanish from sight and be undetectable by normal vision or even infravision. Of course, the invisible creature is not magically silenced, and certain other conditions can render the creature detectable. Even allies cannot see the invisible creature or its gear, unless these allies can normally see invisible things or employ magic to do so. Items dropped or put down by the invisible creature become visible; items picked up disappear if tucked into the clothing or pouches worn by the creature. The spell remains in effect until it is magically broken or dispelled, until the recipient attacks any creature, or until 24 hours have passed. The caster cannot perform any actions that manipulate the environment around, such as opening doors, disarming a trap, or opening a chest. The caster can, however, cast defensive spells on self and fellow party members. And if attacks, immediately becomes visible, although the invisibility enables to attack first. Invisibility +(Illusion) -School: Illusion Range: Contact Duration: 1 day Casting time: 2 Area of Effect: Caster -Saving Throw: TODO +Saving Throw: None This spell causes the creature touched to vanish from sight and be undetectable by normal vision or even infravision. Of course, the invisible creature is not magically silenced, and certain other conditions can render the creature detectable. Even allies cannot see the invisible creature or its gear, unless these allies can normally see invisible things or employ magic to do so. Items dropped or put down by the invisible creature become visible; items picked up disappear if tucked into the clothing or pouches worn by the creature. The spell remains in effect until it is magically broken or dispelled, until the recipient attacks any creature, or until 24 hours have passed. The caster cannot perform any actions that manipulate the environment around, such as opening doors, disarming a trap, or opening a chest. The caster can, however, cast defensive spells on self and fellow party members. And if attacks, immediately becomes visible, although the invisibility enables to attack first. @@ -4258,13 +3782,13 @@ If the spell's recipient fails Saving Throw (with a +2 modifier), regards Safana as a trusted friend and ally to be heeded and protected. Safana may give orders, and the charmed individual will carry them out as quickly as possible. If Safana (or one of her allies) harms—or attempts to harm—the charmed person by some overt action, or if a Dispel Magic spell is cast upon the charmed person, the spell is broken. If two or more charms simultaneously affect a creature, the most recent charm takes precedence. Note that the subject has full memory of the events that took place while was charmed. Also note that you cannot have a charmed creature leave the area where is charmed. Safana's Kiss +(Enchantment) -School: Enchantment Range: 3 meters Duration: 100 seconds Casting time: 1 Area of Effect: 1 creature -Saving Throw: TODO +Saving Throw: Special Safana can charm any single person she can kiss. The term "person" includes any bipedal human, demihuman, or humanoid of man-size or smaller, such as brownies, dryads, dwarves, elves, gnolls, gnomes, goblins, half-elves, halflings, half-orcs, hobgoblins, humans, kobolds, lizard men, nixies, orcs, pixies, sprites, troglodytes, and others. Thus, a 10th-level fighter could be charmed, but an ogre could not. The person is allowed a Save vs. Spell to negate the effect. @@ -4274,7 +3798,7 @@ STATISTICS: -- Charm the humanoids (save vs. Spells at +2 neg.) (Effectif contre les humanoids. Inefficace contre les half elves and the elves)
Detect Evil (Divination) @@ -4287,19 +3811,19 @@ Saving Throw: None This spell discovers emanations of evil from any creature. Any evil creature within the range of the spell will glow red briefly.
Detect Evil +(Divination) -School: Divination Range: Contact Duration: Instant Casting time: 1 -Area of Effect: 9 meters' radius around the caster -Saving Throw: TODO +Area of Effect: Le lanceur et toute créature dans un rayon de 9 meters +Saving Throw: None This spell discovers emanations of evil from any creature. Any evil creature within the range of the spell will glow red briefly. STATISTICS: -- Instantly cast Detect Evil on the target (Inefficace contre les créatures sous l'effet de Non-détection)
Protection From Evil (Abjuration) @@ -4312,13 +3836,13 @@ Saving Throw: None When this spell is cast, it creates a magical barrier around the recipient at a distance of one foot. The barrier moves with the recipient and has two major effects: First, all attacks made by evil or evilly enchanted creatures against the protected creature receive a penalty of -2 to each attack roll. Second, summoned demons cannot target the protected creature.
Protection From Evil +(Abjuration) -School: Abjuration Range: 3 meters Duration: 1 turn Casting time: 4 Area of Effect: 1 creature -Saving Throw: TODO +Saving Throw: None When this spell is cast, it creates a magical barrier around the recipient at a distance of one foot. The barrier moves with the recipient and has two major effects: First, all attacks made by evil or evilly enchanted creatures against the protected creature receive a penalty of -2 to each attack roll. Second, summoned demons cannot target the protected creature. @@ -4334,7 +3858,7 @@ Duration: 500 days Casting time: 0 Area of Effect: Caster -Saving Throw: TODO +Saving Throw: None Shapeshift: Natural Form This ability causes the character to return tonatural shape and ends the polymorph effect. @@ -4347,7 +3871,7 @@ - Permet the use of spells - Permet the use of talks - Retrouve sa forme naturelle -- Create a magical weapon (Attack)
Shapeshift: Natural Form This ability causes the character to return tonatural shape and ends the polymorph effect.
Shapeshift: Natural Form @@ -4355,7 +3879,7 @@ Duration: 500 days Casting time: 0 Area of Effect: Caster -Saving Throw: TODO +Saving Throw: None Shapeshift: Natural Form This ability causes the character to return tonatural shape and ends the polymorph effect. @@ -4368,7 +3892,7 @@ - Permet the use of spells - Permet the use of talks - Retrouve sa forme naturelle -- Create a magical weapon (Attack)
Shapeshift: Natural Form This ability causes the character to return tonatural shape and ends the polymorph effect.
Shapeshift: Natural Form @@ -4376,7 +3900,7 @@ Duration: 500 days Casting time: 0 Area of Effect: Caster -Saving Throw: TODO +Saving Throw: None Shapeshift: Natural Form This ability causes the character to return tonatural shape and ends the polymorph effect. @@ -4389,7 +3913,7 @@ - Permet the use of spells - Permet the use of talks - Retrouve sa forme naturelle -- Create a magical weapon (Attack)
Shapeshift: Spider Strength: 15 @@ -4407,7 +3931,7 @@ Duration: 500 days Casting time: 1 Area of Effect: Caster -Saving Throw: TODO +Saving Throw: None Shapeshift: Spider @@ -4425,7 +3949,7 @@ STATISTICS: - Transformation en Sword Spider -- Create a magical weapon (Attack) +- Create 1 magical weapon (Attack) - Prevents the use of talks
Shapeshift: Baby Wyvern @@ -4443,7 +3967,7 @@ Duration: 500 days Casting time: 1 Area of Effect: Caster -Saving Throw: TODO +Saving Throw: None Shapeshift: Baby Wyvern @@ -4460,7 +3984,7 @@ STATISTICS: - Transformation en Baby Wyvern -- Create a magical weapon (Attack) +- Create 1 magical weapon (Attack) - Prevents the use of talks
Shapeshift: Fire Salamander @@ -4481,7 +4005,7 @@ Duration: 500 days Casting time: 1 Area of Effect: Caster -Saving Throw: TODO +Saving Throw: None Shapeshift: Fire Salamander @@ -4509,7 +4033,7 @@ Duration: 500 days Casting time: 0 Area of Effect: Caster -Saving Throw: TODO +Saving Throw: None Shapeshift: Natural Form This ability causes the character to return tonatural shape and ends the polymorph effect. @@ -4517,7 +4041,7 @@ STATISTICS: - Retrouve sa forme naturelle -- Create a magical weapon (Attack) +- Create 1 magical weapon (Attack) - Permet the use of talks
Shapeshift: Natural Form This ability causes the character to return tonatural shape and ends the polymorph effect.
Shapeshift: Natural Form @@ -4526,7 +4050,7 @@ Duration: 500 days Casting time: 0 Area of Effect: Caster -Saving Throw: TODO +Saving Throw: None Shapeshift: Natural Form This ability causes the character to return tonatural shape and ends the polymorph effect. @@ -4534,7 +4058,7 @@ STATISTICS: - Retrouve sa forme naturelle -- Create a magical weapon (Attack) +- Create 1 magical weapon (Attack) - Permet the use of talks
Shapechange: Mind Flayer @@ -4549,7 +4073,7 @@ Duration: 500 days Casting time: 0 Area of Effect: Caster -Saving Throw: TODO +Saving Throw: None Shapechange: Mind Flayer @@ -4565,7 +4089,7 @@ - Remove "Attack" from inventory - Remove "Morning Star" from inventory - Transformation en Mind Flayer -- Create a magical weapon (Attack) +- Create 1 magical weapon (Attack) - Prevents the use of talks
Shapechange: Iron Golem @@ -4594,7 +4118,7 @@ Duration: 500 days Casting time: 0 Area of Effect: Caster -Saving Throw: TODO +Saving Throw: None Shapechange: Iron Golem @@ -4624,7 +4148,7 @@ - Remove "Attack" from inventory - Remove "Morning Star" from inventory - Transformation en Iron Golem -- Create a magical weapon (Attack) +- Create 1 magical weapon (Attack) - Prevents the use of talks
Shapechange: Giant Troll @@ -4642,7 +4166,7 @@ Duration: 500 days Casting time: 0 Area of Effect: Caster -Saving Throw: TODO +Saving Throw: None Shapechange: Giant Troll @@ -4661,7 +4185,7 @@ - Remove "Attack" from inventory - Remove "Morning Star" from inventory - Transformation en Troll -- Create a magical weapon (Attack) +- Create 1 magical weapon (Attack) - Prevents the use of talks
Shapechange: Greater Wolfwere @@ -4686,7 +4210,7 @@ Duration: 500 days Casting time: 0 Area of Effect: Caster -Saving Throw: TODO +Saving Throw: None Shapechange: Greater Wolfwere @@ -4712,7 +4236,7 @@ - Remove "Attack" from inventory - Remove "Morning Star" from inventory - Transformation en Greater Wolfwere -- Create a magical weapon (Attack) +- Create 1 magical weapon (Attack) - Prevents the use of talks
Shapechange: Fire Elemental @@ -4732,7 +4256,7 @@ Duration: 500 days Casting time: 0 Area of Effect: Caster -Saving Throw: TODO +Saving Throw: None Shapechange: Fire Elemental @@ -4753,7 +4277,7 @@ - Remove "Attack" from inventory - Remove "Morning Star" from inventory - Transformation en Fire Elemental -- Create a magical weapon (Attack) +- Create 1 magical weapon (Attack) - Prevents the use of talks
Shapechange: Earth Elemental @@ -4771,7 +4295,7 @@ Duration: 500 days Casting time: 0 Area of Effect: Caster -Saving Throw: TODO +Saving Throw: None Shapechange: Earth Elemental @@ -4790,7 +4314,7 @@ - Remove "Attack" from inventory - Remove "Morning Star" from inventory - Transformation en Earth Elemental -- Create a magical weapon (Attack) +- Create 1 magical weapon (Attack) - Prevents the use of talks
Breathe Fireball This ability launches a flaming projectile at a single target, dealing 2d6 fire damage on a successful ranged attack.
Breathe Fireball @@ -4799,7 +4323,7 @@ Duration: Instant Casting time: 0 Area of Effect: 1 creature -Saving Throw: TODO +Saving Throw: None Breathe Fireball This ability launches a flaming projectile at a single target, dealing 2d6 fire damage on a successful ranged attack. @@ -4821,13 +4345,13 @@ After years spent with one foot in the world of the living and the other in the lands of the dead, M'Khiin learned that, with intense focus and concentration, she could call upon the spirits of slain kindred to serve her as guardians and protectors. This unique skill allows her to summon a goblin chieftain's ghost (5 HD); six times out of ten she is able to compel two additional goblin warrior spirits (3 HD) to defend her. These guardians will do everything in their power to protect their summoner, but M'Khiin cannot directly control their actions. The summoning is no simple task for M'Khiin. After using it, she requires rest before she can marshal the mental, physical, and spiritual stamina required to perform the feat again.
Summon Ghostly Defender +(Conjuration) -School: Conjuration Range: 9 meters Duration: 1 turn Casting time: 5 -Area of Effect: Point dans le champ visuel du lanceur -Saving Throw: TODO +Area of Effect: Point in the visual range of the caster +Saving Throw: None After years spent with one foot in the world of the living and the other in the lands of the dead, M'Khiin learned that, with intense focus and concentration, she could call upon the spirits of slain kindred to serve her as guardians and protectors. This unique skill allows her to summon a goblin chieftain's ghost (5 HD); six times out of ten she is able to compel two additional goblin warrior spirits (3 HD) to defend her. These guardians will do everything in their power to protect their summoner, but M'Khiin cannot directly control their actions. @@ -4848,7 +4372,7 @@ Duration: Instant Casting time: 0 Area of Effect: 1 creature -Saving Throw: TODO +Saving Throw: None Set Snare Set a trap in the chosen location when no hostile creatures are in sight. Traps grow more powerful with the character's level and can only be triggered by enemies. @@ -4876,7 +4400,7 @@ Duration: 3 rounds Casting time: 1 Area of Effect: 1 creature -Saving Throw: TODO +Saving Throw: None This spell causes the creature touched to vanish from sight and be undetectable by normal vision or even infravision. Of course, the invisible creature is not magically silenced, and certain other conditions can render the creature detectable. Even allies cannot see the invisible creature or its gear, unless these allies can normally see invisible things or employ magic to do so. Items dropped or put down by the invisible creature become visible; items picked up disappear if tucked into the clothing or pouches worn by the creature. The spell remains in effect until it is magically broken or dispelled, until the recipient attacks any creature, or until 24 hours have passed. The caster cannot perform any actions that manipulate the environment around, such as opening doors, disarming a trap, or opening a chest. The caster can, however, cast defensive spells on self and fellow party members. And if attacks, immediately becomes visible, although the invisibility enables to attack first. @@ -4894,13 +4418,13 @@ Saving Throw: None Use of the Magic Missile spell, one of the most popular 1st-level spells, creates up to five missiles of magical energy that dart forth from the wizard's fingertip and unerringly strike their target, which must be a creature of some sort. Each missile inflicts 1d4+1 points of damage. For every 2 extra levels of experience, the wizard gains an additional missile— has 2 at 3rd level, 3 at 5th level, 4 at 7th level, up to a total of 5 at 9th level.
That is certainly a difficult task you've set before me, you windy little man, but I will accept the challenge. +(Alteration) -School: Alteration Range: 12 meters Duration: Instant Casting time: 6 Area of Effect: 1 creature -Saving Throw: TODO +Saving Throw: 1/2 Use of the Magic Missile spell, one of the most popular 1st-level spells, creates up to five missiles of magical energy that dart forth from the wizard's fingertip and unerringly strike their target, which must be a creature of some sort. Each missile inflicts 1d4+1 points of damage. For every 2 extra levels of experience, the wizard gains an additional missile—has 2 at 3rd level, 3 at 5th level, 4 at 7th level, up to a total of 5 at 9th level. @@ -4908,13 +4432,13 @@ - Disintegrates the target (save vs. Death neg.)
Ahem. Yes, well just don't let it happen again.
Inflict Pain +(Conjuration) -School: Conjuration Range: 24,5 meters Duration: 5 rounds Casting time: 1 Area of Effect: 1 creature -Saving Throw: TODO +Saving Throw: 1/2 Ahem. Yes, well just don't let it happen again. @@ -4934,13 +4458,13 @@ This spell is similar to Invisibility, but the recipient is able to attack by missile discharge, melee combat, or spellcasting while remaining unseen. However, telltale traces—a shimmering—allow an observant opponent to attack the invisible spell recipient. These traces are only noticeable when specifically looked for (after the invisible character has madepresence known). Attacks against the invisible character suffer a -4 penalty to attack rolls, and the invisible character's Saving Throws are made with a +4 bonus. Note: After making an attack, the wizard is no longer completely invisible. Opponents can target the wizard.
Improved Invisibility +(Illusion) -School: Illusion Range: 3 meters -Duration: 3 rounds + 1 round par niveau +Duration: 3 rounds + 1 round/level Casting time: 4 Area of Effect: 1 creature -Saving Throw: TODO +Saving Throw: None This spell is similar to Invisibility, but the recipient is able to attack by missile discharge, melee combat, or spellcasting while remaining unseen. However, telltale traces—a shimmering—allow an observant opponent to attack the invisible spell recipient. These traces are only noticeable when specifically looked for (after the invisible character has madepresence known). Attacks against the invisible character suffer a -4 penalty to attack rolls, and the invisible character's Saving Throws are made with a +4 bonus. @@ -4961,19 +4485,18 @@ Saving Throw: None With this spell, the wizard drains the life force from a target and adds it to own. The target creature suffers 4 damage, while the Mage gains 4 Hit Points. If the Mage goes over maximum Hit Point total with this spell, loses any extra Hit Points after 1 turn.
Life Drain +(Necromancy) -School: Necromancy Range: 3 meters Duration: Instant Casting time: 1 Area of Effect: 1 creature -Saving Throw: TODO +Saving Throw: None With this spell, the wizard drains the life force from a target and adds it toown. The target creature suffers 4 damage, while the Mage gains 4 Hit Points. If the Mage goes over maximum Hit Point total with this spell, loses any extra Hit Points after 1 turn. STATISTICS: - -- (Inefficace contre les the wearer, the undead and the golems)
Protection From Normal Missiles (Abjuration) @@ -4985,13 +4508,13 @@ Saving Throw: None By means of this spell, the wizard bestows total invulnerability to non-magical hurled and launched missiles such as arrows, bolts, bullets, darts, throwing axes, and throwing daggers. Note, however, that this spell does not convey any protection from such magical attacks as Fireball, Lightning Bolt, or Magic Missile, nor does it protect against magical missiles such as arrows +1.
Inertial Barrier +(Abjuration) -School: Abjuration Range: 3 meters Duration: 1 hour Casting time: 3 Area of Effect: 1 creature -Saving Throw: TODO +Saving Throw: None By means of this spell, the wizard bestows total invulnerability to non-magical hurled and launched missiles such as arrows, bolts, bullets, darts, throwing axes, and throwing daggers. Note, however, that this spell does not convey any protection from such magical attacks as Fireball, Lightning Bolt, or Magic Missile, nor does it protect against magical missiles such as arrows +1. @@ -5016,20 +4539,20 @@ Saving Throw: None By casting this spell, the wizard makes the creature touched undetectable by divination spells such as Clairaudience, Clairvoyance, Locate Object, ESP, and detect spells including Invisibility Purge. It also prevents location by such magical items as crystal balls and ESP medallions. It does not affect the Know Alignment spell.
Project Force +(Abjuration) -School: Abjuration Range: 9 meters -Duration: 2 seconds +Duration: Special Casting time: 1 Area of Effect: 1 creature -Saving Throw: TODO +Saving Throw: Special By casting this spell, the wizard makes the creature touched undetectable by divination spells such as Clairaudience, Clairvoyance, Locate Object, ESP, and detect spells including Invisibility Purge. It also prevents location by such magical items as crystal balls and ESP medallions. It does not affect the Know Alignment spell. STATISTICS: -- Knock down the target -- Renders the target unconscious (save vs. Spells at -10 neg.) +- Knock down the target for 2 seconds +- Renders the target unconscious for 3 seconds (save vs. Spells at -10 neg.) - Inflicts 2d10 +10 crushing damage to the target (save vs. Breath half)
Haste (Alteration) @@ -5048,14 +4571,14 @@ Duration: 8 rounds Casting time: 1 Area of Effect: 1 creature -Saving Throw: TODO +Saving Throw: None When this spell is cast, all creatures affected function at double their normal movement rate, gain a -2 initiative bonus, and receive an extra attack per round. Thus, a creature moving at 6 and attacking once per round would move at 12 and attack twice per round. At the instant the spell is completed, it affects all ally creatures in a 15-ft. radius centered on a point selected by the caster (thus, creatures leaving the area are still subject to the spell's effect; those entering the area after the casting is completed are not). This spell is not cumulative with itself or with other similar magic. Spellcasting and spell effects are not affected. Note that this spell negates the effects of a Slow spell. STATISTICS: - Double movement speed and grants one additional attack per round to the target -- Increases the fatigue of the target by 4
Dispel Magic (Abjuration) @@ -5072,10 +4595,10 @@ Note: While this spell dispels the individual effects of Grease, Web, Stinking Cloud, and other such spells, it does not dispel the area of effect.
Dispel Magic Range: 9 meters -Duration: 2 seconds +Duration: Instant Casting time: 4 Area of Effect: 1 creature -Saving Throw: TODO +Saving Throw: None A Dispel Magic spell removes magical effects upon anyone within the area. This includes effects given from spells, potions and certain magical items such as wands. It does not, however, affect enchanted magical items or spell protections such as Spell Turning and Spell Deflection. The chance of the dispel succeeding is determined by the level of the caster and the level of the magic being dispelled. The base chance of successfully dispelling is 50%. For every level that the caster of the Dispel Magic is above the original caster,chance of success increases by 5%. For every level that the caster of Dispel Magic is below the original caster, chance of success decreases by 10%. However, despite the difference in levels, there is always at least a 5% chance of success or failure. Thus, if a caster is 10 levels higher than the magic is trying to dispel, there is only a 5% chance of failure. Similarly if the caster is 4 levels lower than the magic is trying to dispel, there is only a 10% chance of success. Intuitively, this spell is almost useless if the target is 5 or more levels higher than the caster. @@ -5083,7 +4606,7 @@ STATISTICS: -- to change the target to male
Flame Blade (Evocation) @@ -5096,14 +4619,14 @@ Saving Throw: None With this spell, the caster causes a blazing ray of red-hot fire to spring forth fromhand. This blade-like ray is wielded as if it were a sword that the caster already knows how to use, hence there are no bonuses or penalties. If the caster successfully hits with the flame blade in melee combat, the creature struck suffers 1d4 points of slashing damage, plus an additional 1d2+4 points of fire damage. However, it is not a magical weapon in the normal sense of the term, so creatures struck only by magical weapons are not harmed by it.
Flame Blade +(Invocation) -School: Invocation Level: 2 Range: Contact -Duration: 4 rounds +Duration: Instant Casting time: 4 Area of Effect: Caster -Saving Throw: TODO +Saving Throw: None With this spell, the caster causes a blazing ray of red-hot fire to spring forth fromhand. This blade-like ray is wielded as if it were a sword that the caster already knows how to use, hence there are no bonuses or penalties. If the caster successfully hits with the flame blade in melee combat, the creature struck suffers 1d4 points of slashing damage, plus an additional 1d2+4 points of fire damage. However, it is not a magical weapon in the normal sense of the term, so creatures struck only by magical weapons are not harmed by it. @@ -5120,20 +4643,20 @@ Saving Throw: Neg. The Polymorph Other spell is a powerful magic that permanently alters the form of the creature affected. Mental attributes are not affected, and the target does not receive the special abilities of the new form. However all physical attributes are changed to adhere to the new form. This is a specific version of the spell in that the recipient will be transformed into a squirrel unless a Save vs. Petrification/Polymorph is made successfully. The transformation is instant and permanent until a Dispel Magic is cast successfully upon the affected creature. The natural attacks of the new form also become available and all clothes and equipment that the target was wearing will mold into the new form.
End Slayer Change +(Alteration) -School: Alteration Range: Contact -Duration: 12220 hours +Duration: Special Casting time: 0 Area of Effect: Caster -Saving Throw: TODO +Saving Throw: None The Polymorph Other spell is a powerful magic that permanently alters the form of the creature affected. Mental attributes are not affected, and the target does not receive the special abilities of the new form. However all physical attributes are changed to adhere to the new form. This is a specific version of the spell in that the recipient will be transformed into a squirrel unless a Save vs. Petrification/Polymorph is made successfully. The transformation is instant and permanent until a Dispel Magic is cast successfully upon the affected creature. The natural attacks of the new form also become available and all clothes and equipment that the target was wearing will mold into the new form. STATISTICS: - Retrouve sa forme naturelle -- Immunity to magic damage
Heal (Necromancy) @@ -5146,14 +4669,14 @@ Saving Throw: None The very potent Heal spell enables the priest to wipe away disease and injury in the creature who receives the benefits of the spell. It completely cures all disease and blindness in the recipient and heals all points of damage suffered due to wounds or injury. It also dispels a Feeblemind spell and cures those mental disorders caused by spells or injury to the brain. Naturally, the effects can be negated by later wounds, injuries, and diseases.
Heal +(Necromancy) -School: Necromancy Level: 6 Range: 3 meters Duration: Instant Casting time: 9 Area of Effect: 1 creature -Saving Throw: TODO +Saving Throw: None The very potent Heal spell enables the priest to wipe away disease and injury in the creature who receives the benefits of the spell. It completely cures all disease and blindness in the recipient and heals all points of damage suffered due to wounds or injury. It also dispels a Feeblemind spell and cures those mental disorders caused by spells or injury to the brain. Naturally, the effects can be negated by later wounds, injuries, and diseases. @@ -5180,13 +4703,13 @@ Saving Throw: Neg. At the culmination of this dreadful spell, the wizard screams like a banshee (groaning spirit). Everyone in the area of effect hears the awful cry. Those who fail a Saving Throw vs. Death die instantly. The caster and companions are immune to the effects of the wail.
Wail of the Banshee +(Necromancy) -School: Necromancy Range: Contact -Duration: 2 seconds +Duration: Instant Casting time: 1 -Area of Effect: 4,5 meters' radius around the caster -Saving Throw: TODO +Area of Effect: Enemies within a 4,5 meters radius around of the caster +Saving Throw: 1/2 At the culmination of this dreadful spell, the wizard screams like a banshee (groaning spirit). Everyone in the area of effect hears the awful cry. Those who fail a Saving Throw vs. Death die instantly. The caster and companions are immune to the effects of the wail. @@ -5209,8 +4732,8 @@ Range: 15 meters Duration: 6 rounds Casting time: 1 -Area of Effect: 4,5 meters' radius -Saving Throw: TODO +Area of Effect: Enemies within a 4,5 meters radius +Saving Throw: Neg. The spell allows the caster to adversely affect all the Saving Throws ofenemies. The effect is applied to all hostile creatures within the area of effect. Opponents under the influence of this spell make all Saving Throws at a penalty of -4. @@ -5228,20 +4751,20 @@ Saving Throw: None Instantly and once each round for 1 turn after this spell is cast, all hostile Illusion/Phantasm spells in a 120-ft. radius around the caster will be dispelled. The spells affected are Reflected Image, Invisibility, Mirror Image, Non-Detection, Improved Invisibility, Shadow Door, Mislead, Project Image, and Simulacrum. The target's Magic Resistance, if any, does not affect this.
True Sight +(Divination) -School: Divination Level: 6 Range: Contact Duration: 1 turn Casting time: 6 -Area of Effect: 35,5 meters' radius around the caster -Saving Throw: TODO +Area of Effect: Enemies within a 35,5 meters radius around of the caster +Saving Throw: None Instantly and once each round for 1 turn after this spell is cast, all hostile Illusion/Phantasm spells in a 120-ft. radius around the caster will be dispelled. The spells affected are Reflected Image, Invisibility, Mirror Image, Non-Detection, Improved Invisibility, Shadow Door, Mislead, Project Image, and Simulacrum. The target's Magic Resistance, if any, does not affect this. STATISTICS: -- Dissipe tous les sorts de l'école of the Illusion de niveau 9 ou moins sur the target
Magic Missile (Evocation) @@ -5253,14 +4776,14 @@ Saving Throw: None Use of the Magic Missile spell, one of the most popular 1st-level spells, creates up to five missiles of magical energy that dart forth from the wizard's fingertip and unerringly strike their target, which must be a creature of some sort. Each missile inflicts 1d4+1 points of damage. For every 2 extra levels of experience, the wizard gains an additional missile—has 2 at 3rd level, 3 at 5th level, 4 at 7th level, up to a total of 5 at 9th level.
Magic Missile +(Invocation) -School: Invocation Level: 1 Range: Special Duration: Instant Casting time: 1 Area of Effect: 1 creature -Saving Throw: TODO +Saving Throw: None Use of the Magic Missile spell, one of the most popular 1st-level spells, creates up to five missiles of magical energy that dart forth from the wizard's fingertip and unerringly strike their target, which must be a creature of some sort. Each missile inflicts 1d4+1 points of damage. For every 2 extra levels of experience, the wizard gains an additional missile—has 2 at 3rd level, 3 at 5th level, 4 at 7th level, up to a total of 5 at 9th level. @@ -5271,12 +4794,6 @@ From level 3 - Inflicts 2d2 magic damage to the target -From level 5 -- Inflicts 2d2 magic damage to the target - -From level 7 -- Inflicts 2d2 magic damage to the target - From level 9 - Inflicts 2d2 +1 magic damage to the target
Protection From Magical Weapons @@ -5290,14 +4807,14 @@ Saving Throw: None When the spell is cast, it confers complete invulnerability to all magical weapons. This includes weapons that are blessed or enchanted. The attacks of powerful monsters are also considered magical weapons. This spell cannot be cast on anyone who is protected from normal weapons as well as anyone protected by Mantle, Improved Mantle, or Absolute Immunity. Due to the nature of this spell, with the short casting time and duration, it is mainly used to buy the wizard a few rounds in the thick of combat. This effect lasts for the duration of the spell or until dispelled.
Protection From Magical Weapons +(Abjuration) -School: Abjuration Level: 6 Range: Contact Duration: 4 rounds Casting time: 1 Area of Effect: Caster -Saving Throw: TODO +Saving Throw: None When the spell is cast, it confers complete invulnerability to all magical weapons. This includes weapons that are blessed or enchanted. The attacks of powerful monsters are also considered magical weapons. This spell cannot be cast on anyone who is protected from normal weapons as well as anyone protected by Mantle, Improved Mantle, or Absolute Immunity. Due to the nature of this spell, with the short casting time and duration, it is mainly used to buy the wizard a few rounds in the thick of combat. This effect lasts for the duration of the spell or until dispelled. @@ -5318,14 +4835,14 @@ This spell is similar to Invisibility, but the recipient is able to attack by missile discharge, melee combat, or spellcasting while remaining unseen. However, telltale traces—a shimmering—allow an observant opponent to attack the invisible spell recipient. These traces are only noticeable when specifically looked for (after the invisible character has madepresence known). Attacks against the invisible character suffer a -4 penalty to attack rolls, and the invisible character's Saving Throws are made with a +4 bonus. Note: After making an attack, the wizard is no longer completely invisible. Opponents can target the wizard.
Create Shadows +(Illusion) -School: Illusion Level: 4 Range: 3 meters -Duration: 3 rounds + 1 round par niveau +Duration: 3 rounds + 1 round/level Casting time: 4 Area of Effect: 1 creature -Saving Throw: TODO +Saving Throw: None This spell is similar to Invisibility, but the recipient is able to attack by missile discharge, melee combat, or spellcasting while remaining unseen. However, telltale traces—a shimmering—allow an observant opponent to attack the invisible spell recipient. These traces are only noticeable when specifically looked for (after the invisible character has madepresence known). Attacks against the invisible character suffer a -4 penalty to attack rolls, and the invisible character's Saving Throws are made with a +4 bonus. @@ -5347,14 +4864,14 @@ Saving Throw: Special When the caster utters the spell Creeping Doom, calls forth a mass of venomous, biting and stinging arachnids, insects, and myriapods. This carpetlike mass swarms over a large area, spreading to all enemy creatures within 30 ft. of the target. Those trapped by the insects suffer 2 points of damage each second and a spell failure rate of 100%. For each round the victim remains inside the cloud, must make a Save vs. Spell at -2 or run away in fear for one round. The advantage of Creeping Doom over its 5th-level counterpart Insect Plague is that it does twice as much damage in half the amount of time.
Summon Insects +(Conjuration) -School: Conjuration Level: 7 Range: 48,5 meters Duration: 3 rounds Casting time: 9 -Area of Effect: 1 creature -Saving Throw: TODO +Area of Effect: 1 créature et tout ennemi dans un rayon de 4,5 meters +Saving Throw: None When the caster utters the spell Creeping Doom,calls forth a mass of venomous, biting and stinging arachnids, insects, and myriapods. This carpetlike mass swarms over a large area, spreading to all enemy creatures within 30 ft. of the target. Those trapped by the insects suffer 2 points of damage each second and a spell failure rate of 100%. For each round the victim remains inside the cloud, must make a Save vs. Spell at -2 or run away in fear for one round. The advantage of Creeping Doom over its 5th-level counterpart Insect Plague is that it does twice as much damage in half the amount of time. @@ -5374,20 +4891,19 @@ Saving Throw: Neg. Upon casting this spell, complete silence prevails in the affected area. All sound is stopped: Conversation is impossible and spells cannot be cast. Each creature in the area must make a Saving Throw vs. Spell with a -5 penalty; if the save is failed, then they are silenced for the duration of the spell. Note that this spell does not continue to affect the area after being cast; only those in the area at the time of the casting are affected by the silence.
Silence, 15' Radius +(Alteration) -School: Alteration Level: 2 Range: 24,5 meters Duration: 4 turns Casting time: 5 Area of Effect: 4,5 meters' radius -Saving Throw: TODO +Saving Throw: Neg. Upon casting this spell, complete silence prevails in the affected area. All sound is stopped: Conversation is impossible and spells cannot be cast. Each creature in the area must make a Saving Throw vs. Spell with a -5 penalty; if the save is failed, then they are silenced for the duration of the spell. Note that this spell does not continue to affect the area after being cast; only those in the area at the time of the casting are affected by the silence. STATISTICS: -From level 20 - Silences the target (save vs. Spells at -5 neg.)
Stoneskin (Alteration) @@ -5400,41 +4916,20 @@ Saving Throw: None When a wizard casts this powerful spell uponself, an outer skin of stone will move up from the ground, completely covering . This skin is of course magical and will hinder the wizard in no way. The effect of this is to protect the wizard from physical attacks such as melee weapons and projectiles. For every 2 levels of the caster, an additional skin is gained upon casting. For example, a 10th-level wizard would receive 5 skins while a 20th-level wizard would receive 10. For each skin the wizard possesses, the spell will stop one attack, so a 10th-level wizard would be protected from the first 5 attacks made against , but the 6th would affect normally. The skins will remain on the wizard until is affected by a Dispel Magic, all of the skins are removed due to physical attacks, or the spell duration expires. It is important to note that this will not protect the wizard from any magical attacks, such as Fireball.
Stoneskin +(Alteration) -School: Alteration Level: 4 Range: Contact Duration: 12 hours Casting time: 0 Area of Effect: Caster -Saving Throw: TODO +Saving Throw: None When a wizard casts this powerful spell uponself, an outer skin of stone will move up from the ground, completely covering . This skin is of course magical and will hinder the wizard in no way. The effect of this is to protect the wizard from physical attacks such as melee weapons and projectiles. For every 2 levels of the caster, an additional skin is gained upon casting. For example, a 10th-level wizard would receive 5 skins while a 20th-level wizard would receive 10. For each skin the wizard possesses, the spell will stop one attack, so a 10th-level wizard would be protected from the first 5 attacks made against , but the 6th would affect normally. The skins will remain on the wizard until is affected by a Dispel Magic, all of the skins are removed due to physical attacks, or the spell duration expires. It is important to note that this will not protect the wizard from any magical attacks, such as Fireball. STATISTICS: -- Creates 3 stone skins - -From level 8 -- Creates 4 stone skins - -From level 10 -- Creates 5 stone skins - -From level 12 -- Creates 6 stone skins - -From level 14 -- Creates 7 stone skins - -From level 16 -- Creates 8 stone skins - -From level 18 -- Creates 9 stone skins - -From level 20 -- Creates 10 stone skins
Non-Detection (Abjuration) @@ -5446,21 +4941,21 @@ Saving Throw: None By casting this spell, the wizard makes the creature touched undetectable by divination spells such as Clairaudience, Clairvoyance, Locate Object, ESP, and detect spells including Invisibility Purge. It also prevents location by such magical items as crystal balls and ESP medallions. It does not affect the Know Alignment spell.
Wing Buffet +(Abjuration) -School: Abjuration Range: 9 meters -Duration: 2 seconds +Duration: Special Casting time: 1 -Area of Effect: 1 creature -Saving Throw: TODO +Area of Effect: 1 créature et tout ennemi dans un rayon de 4,5 meters +Saving Throw: Special By casting this spell, the wizard makes the creature touched undetectable by divination spells such as Clairaudience, Clairvoyance, Locate Object, ESP, and detect spells including Invisibility Purge. It also prevents location by such magical items as crystal balls and ESP medallions. It does not affect the Know Alignment spell. STATISTICS: -- Knock down the target +- Knock down the target for 2 seconds - Inflicts 1d8 +12 crushing damage to the target -- Renders the target unconscious (save vs. Spells at -10 neg.) +- Renders the target unconscious for 3 seconds (save vs. Spells at -10 neg.) - Zone d'air pur
Fireball (Evocation) @@ -5473,13 +4968,13 @@ Saving Throw: 1/2 A fireball is an explosive burst of flame that detonates with a low roar and delivers damage proportional to the level of the wizard who cast it—1d6 points of damage for each level of experience of the caster (up to a maximum of 10d6). The wizard pointsfinger and speaks the range (distance and height) at which the fireball is to burst. A streak flashes from the pointing digit and, unless it impacts upon a material body or solid barrier prior to attaining the prescribed range, blossoms into the fireball (an early impact results in an early detonation). Creatures failing their Saves vs. Spell each suffer full damage from the blast. Those who roll successful Saving Throws manage to dodge, fall flat, or roll aside, each receiving half.
Fireball +(Invocation) -School: Invocation Range: 12 meters Duration: Instant Casting time: 1 Area of Effect: 4,5 meters' radius -Saving Throw: TODO +Saving Throw: 1/2 A fireball is an explosive burst of flame that detonates with a low roar and delivers damage proportional to the level of the wizard who cast it—1d6 points of damage for each level of experience of the caster (up to a maximum of 10d6). The wizard pointsfinger and speaks the range (distance and height) at which the fireball is to burst. A streak flashes from the pointing digit and, unless it impacts upon a material body or solid barrier prior to attaining the prescribed range, blossoms into the fireball (an early impact results in an early detonation). Creatures failing their Saves vs. Spell each suffer full damage from the blast. Those who roll successful Saving Throws manage to dodge, fall flat, or roll aside, each receiving half. @@ -5498,13 +4993,13 @@ Saving Throw: 1/2 When the priest calls down a Flame Strike spell, a vertical column of fire roars downward in the exact location called for by the caster. The target must roll a Saving Throw vs. Spell. Failure means the creature sustains 1d8 points of damage per level of the caster; otherwise, the damage is halved.
Spawn Demons +(Invocation) -School: Invocation Range: 12 meters Duration: Instant Casting time: 8 -Area of Effect: Point dans le champ visuel du lanceur -Saving Throw: TODO +Area of Effect: Point in the visual range of the caster +Saving Throw: None When the priest calls down a Flame Strike spell, a vertical column of fire roars downward in the exact location called for by the caster. The target must roll a Saving Throw vs. Spell. Failure means the creature sustains 1d8 points of damage per level of the caster; otherwise, the damage is halved. @@ -5524,14 +5019,14 @@ A Dispel Magic spell removes magical effects upon anyone within the area. This includes effects given from spells, potions and certain magical items such as wands. It does not, however, affect enchanted magical items or spell protections such as Spell Turning and Spell Deflection. The chance of the dispel succeeding is determined by the level of the caster and the level of the magic being dispelled. The base chance of successfully dispelling is 50%. For every level that the caster of the Dispel Magic is above the original caster,chance of success increases by 5%. For every level that the caster of Dispel Magic is below the original caster, chance of success decreases by 10%. However, despite the difference in levels, there is always at least a 5% chance of success or failure. Thus, if a caster is 10 levels higher than the magic is trying to dispel, there is only a 5% chance of failure. Similarly if the caster is 4 levels lower than the magic is trying to dispel, there is only a 10% chance of success. Intuitively, this spell is almost useless if the target is 5 or more levels higher than the caster. Note: While this spell dispels the individual effects of Grease, Web, Stinking Cloud, and other such spells, it does not dispel the area of effect.
Dispel Magic +(Abjuration) -School: Abjuration Level: 3 Range: 12 meters Duration: Instant Casting time: 5 Area of Effect: 4,5 meters' radius -Saving Throw: TODO +Saving Throw: Special A Dispel Magic spell removes magical effects upon anyone within the area. This includes effects given from spells, potions and certain magical items such as wands. It does not, however, affect enchanted magical items or spell protections such as Spell Turning and Spell Deflection. The chance of the dispel succeeding is determined by the level of the caster and the level of the magic being dispelled. The base chance of successfully dispelling is 50%. For every level that the caster of the Dispel Magic is above the original caster,chance of success increases by 5%. For every level that the caster of Dispel Magic is below the original caster, chance of success decreases by 10%. However, despite the difference in levels, there is always at least a 5% chance of success or failure. Thus, if a caster is 10 levels higher than the magic is trying to dispel, there is only a 5% chance of failure. Similarly if the caster is 4 levels lower than the magic is trying to dispel, there is only a 10% chance of success. Intuitively, this spell is almost useless if the target is 5 or more levels higher than the caster. @@ -5554,14 +5049,14 @@ This spell causes confusion in one or more enemy creatures within the area, creating indecision and the inability to take effective action. All enemy creatures within the area of effect are allowed Saving Throws vs. Spell with a -2 penalty. Those successfully saving are unaffected by the spell. Those who fail their Saving Throws will either go berserk, stand confused, or wander about for the duration of the spell. The spell lasts for 1 round for every two levels of the caster. Wandering creatures move as far from the caster as possible according to their most typical mode of movement (characters walk, fish swim, bats fly, etc.). Any confused creature that is attacked perceives the attacker as an enemy and acts according to its basic nature.
Confusion +(Enchantment) -School: Enchantment Level: 7 Range: 13,5 meters -Duration: 1 round par niveau +Duration: 1 round/level Casting time: 7 -Area of Effect: 4,5 meters' radius -Saving Throw: TODO +Area of Effect: Enemies within a 4,5 meters radius +Saving Throw: Neg. This spell causes confusion in one or more enemy creatures within the area, creating indecision and the inability to take effective action. All enemy creatures within the area of effect are allowed Saving Throws vs. Spell with a -2 penalty. Those successfully saving are unaffected by the spell. Those who fail their Saving Throws will either go berserk, stand confused, or wander about for the duration of the spell. @@ -5581,14 +5076,14 @@ Saving Throw: None This powerful abjuration spell causes any spells cast against the wizard to be absorbed and consumed. This affects a total of 10 spell levels. This includes spells cast from scrolls and innate spell-like abilities, but excludes the following: area effects that are not centered directly upon the wizard, as well as area effects that are stationary, such as Cloudkill and Stinking Cloud. As long as the spell is cast directly at the wizard it will be absorbed. Something to note is that as long as there are levels remaining, then the spell will be absorbed. For example, if there is only 1 level left and a 3rd-level spell is cast at the wizard, the spell will be absorbed while canceling the spell deflection. It is not affected by a Dispel Magic.
Spell Deflection +(Abjuration) -School: Abjuration Level: 6 Range: Contact Duration: 54 rounds Casting time: 6 Area of Effect: Caster -Saving Throw: TODO +Saving Throw: None This powerful abjuration spell causes any spells cast against the wizard to be absorbed and consumed. This affects a total of 10 spell levels. This includes spells cast from scrolls and innate spell-like abilities, but excludes the following: area effects that are not centered directly upon the wizard, as well as area effects that are stationary, such as Cloudkill and Stinking Cloud. As long as the spell is cast directly at the wizard it will be absorbed. Something to note is that as long as there are levels remaining, then the spell will be absorbed. For example, if there is only 1 level left and a 3rd-level spell is cast at the wizard, the spell will be absorbed while canceling the spell deflection. It is not affected by a Dispel Magic. @@ -5607,14 +5102,14 @@ Saving Throw: None The very potent Heal spell enables the priest to wipe away disease and injury in the creature who receives the benefits of the spell. It completely cures all disease and blindness in the recipient and heals all points of damage suffered due to wounds or injury. It also dispels a Feeblemind spell and cures those mental disorders caused by spells or injury to the brain. Naturally, the effects can be negated by later wounds, injuries, and diseases.
Heal +(Necromancy) -School: Necromancy Level: 6 Range: 3 meters Duration: Instant Casting time: 1 Area of Effect: 1 creature -Saving Throw: TODO +Saving Throw: None The very potent Heal spell enables the priest to wipe away disease and injury in the creature who receives the benefits of the spell. It completely cures all disease and blindness in the recipient and heals all points of damage suffered due to wounds or injury. It also dispels a Feeblemind spell and cures those mental disorders caused by spells or injury to the brain. Naturally, the effects can be negated by later wounds, injuries, and diseases. @@ -5641,14 +5136,14 @@ Saving Throw: 1/2 Upon casting this spell, the wizard releases a powerful stroke of electrical energy that inflicts 1d6 points of damage per level of the caster (maximum damage of 10d6) to each creature within its area of effect. A successful Saving Throw vs. Spell reduces this damage to half (round fractions down). The bolt begins at a range and height decided by the caster and streaks outward in a direct line from the casting wizard (e.g., if a 40-ft. bolt was started at 180 ft. from the wizard, the far end of bolt would reach 220 ft. (180+40)). If the Lightning Bolt intersects with a wall, it will bounce until it reaches its full length.
Lightning Bolt +(Invocation) -School: Invocation Level: 3 -Range: Special -Duration: 2 seconds +Range: 3 meters par niveau +Duration: Instant Casting time: Special -Area of Effect: 1 creature -Saving Throw: TODO +Area of Effect: 1 créature et toute créature dans un rayon de 55 meters +Saving Throw: Special Upon casting this spell, the wizard releases a powerful stroke of electrical energy that inflicts 1d6 points of damage per level of the caster (maximum damage of 10d6) to each creature within its area of effect. A successful Saving Throw vs. Spell reduces this damage to half (round fractions down). The bolt begins at a range and height decided by the caster and streaks outward in a direct line from the casting wizard (e.g., if a 40-ft. bolt was started at 180 ft. from the wizard, the far end of bolt would reach 220 ft. (180+40)). If the Lightning Bolt intersects with a wall, it will bounce until it reaches its full length. @@ -5687,7 +5182,7 @@ Duration: 40 seconds Casting time: 1 Area of Effect: Caster -Saving Throw: TODO +Saving Throw: None When a priest casts the Barkskin spell upon a creature, its skin becomes as tough as bark, increasing its base Armor Class to 6, plus 1 for every 4 levels of the priest: Armor Class 5 at 4th level, Armor Class 4 at 8th, and so on. In addition, Saving Throws vs. all attack forms except magic gain a +1 bonus. This spell can be placed on the caster or on any other creaturetouches. @@ -5705,21 +5200,21 @@ Saving Throw: Neg. The Polymorph Other spell is a powerful magic that permanently alters the form of the creature affected. Mental attributes are not affected, and the target does not receive the special abilities of the new form. However all physical attributes are changed to adhere to the new form. This is a specific version of the spell in that the recipient will be transformed into a squirrel unless a Save vs. Petrification/Polymorph is made successfully. The transformation is instant and permanent until a Dispel Magic is cast successfully upon the affected creature. The natural attacks of the new form also become available and all clothes and equipment that the target was wearing will mold into the new form.
End Slayer Change +(Alteration) -School: Alteration Range: Contact -Duration: 12220 hours +Duration: Special Casting time: 0 Area of Effect: Caster -Saving Throw: TODO +Saving Throw: None The Polymorph Other spell is a powerful magic that permanently alters the form of the creature affected. Mental attributes are not affected, and the target does not receive the special abilities of the new form. However all physical attributes are changed to adhere to the new form. This is a specific version of the spell in that the recipient will be transformed into a squirrel unless a Save vs. Petrification/Polymorph is made successfully. The transformation is instant and permanent until a Dispel Magic is cast successfully upon the affected creature. The natural attacks of the new form also become available and all clothes and equipment that the target was wearing will mold into the new form. STATISTICS: - Retrouve sa forme naturelle -- Immunity to magic damage -- Fatigue: +4
Meteor Swarm (Evocation) @@ -5731,20 +5226,20 @@ Saving Throw: None When the caster utters the words to this powerful spell,calls upon powerful forces indeed. These forces pull down meteors from above, hurling them randomly at anyone in the area of effect. Anyone caught in the destructive path of the meteors—whether friend or foe—will suffer 4d10 points of damage with no Saving Throw. The caster is well advised to be careful in use of this spell.
Meteor Swarm +(Invocation) -School: Invocation Level: 9 Range: 15 meters -Duration: 3 seconds +Duration: Instant Casting time: 9 Area of Effect: 4,5 meters' radius -Saving Throw: TODO +Saving Throw: Neg. When the caster utters the words to this powerful spell,calls upon powerful forces indeed. These forces pull down meteors from above, hurling them randomly at anyone in the area of effect. Anyone caught in the destructive path of the meteors—whether friend or foe—will suffer 4d10 points of damage with no Saving Throw. The caster is well advised to be careful in use of this spell. STATISTICS: -- Inflicts 4d10 +10 fire damage to the non-group creatures.
Ice Storm (Evocation) @@ -5756,14 +5251,14 @@ Saving Throw: None When this spell is cast, great hail stones pound down for four rounds in a 30-ft. diameter area and inflict 2d8 points of cold damage to any creatures within the area of effect. Also, anyone that remains within the area of effect takes 2d8 cold damage each round for 4 rounds.
Dragon Rain +(Invocation) -School: Invocation Level: 4 Range: 12 meters Duration: Instant Casting time: 4 Area of Effect: 4,5 meters' radius -Saving Throw: TODO +Saving Throw: Special When this spell is cast, great hail stones pound down for four rounds in a 30-ft. diameter area and inflict 2d8 points of cold damage to any creatures within the area of effect. Also, anyone that remains within the area of effect takes 2d8 cold damage each round for 4 rounds. @@ -5783,13 +5278,13 @@ Saving Throw: None By means of this spell, the caster calls between 2 and 3 animals that have 4 Hit Dice or less. The animals appearing are randomly determined. They will remain under the caster's control until slain or the spell duration expires.
Summon Fungus +(Conjuration) -School: Conjuration Range: 9 meters Duration: 200 seconds Casting time: 7 Area of Effect: 4,5 meters' radius -Saving Throw: TODO +Saving Throw: None By means of this spell, the caster calls between 2 and 3 animals that have 4 Hit Dice or less. The animals appearing are randomly determined. They will remain under the caster's control until slain or the spell duration expires. @@ -5807,13 +5302,13 @@ Saving Throw: None Wish is a more potent version of the Limited Wish spell. It will fulfill literally the utterance of the spellcaster. Thus, the actuality of the past, present, or future might be altered (but possibly only for the wizard unless the wording of the spell is most carefully stated) in some limited manner. Greedy desires usually end in disaster for the wisher. Lastly, the wiser the wizard, the better chance thatwill choose the right wording. Wizards with low Wisdom will more often than not meet with disaster when asking for a wish.
Wish +(Abjuration) -School: Abjuration Range: 3 meters Duration: 45 seconds Casting time: 1 Area of Effect: 1 creature -Saving Throw: TODO +Saving Throw: None Wish is a more potent version of the Limited Wish spell. It will fulfill literally the utterance of the spellcaster. Thus, the actuality of the past, present, or future might be altered (but possibly only for the wizard unless the wording of the spell is most carefully stated) in some limited manner. Greedy desires usually end in disaster for the wisher. Lastly, the wiser the wizard, the better chance thatwill choose the right wording. Wizards with low Wisdom will more often than not meet with disaster when asking for a wish. @@ -5831,13 +5326,13 @@ Saving Throw: None Wish is a more potent version of the Limited Wish spell. It will fulfill literally the utterance of the spellcaster. Thus, the actuality of the past, present, or future might be altered (but possibly only for the wizard unless the wording of the spell is most carefully stated) in some limited manner. Greedy desires usually end in disaster for the wisher. Lastly, the wiser the wizard, the better chance that will choose the right wording. Wizards with low Wisdom will more often than not meet with disaster when asking for a wish.
Wish +(Abjuration) -School: Abjuration Range: 3 meters -Duration: 25 seconds +Duration: Instant Casting time: 1 Area of Effect: 1 creature -Saving Throw: TODO +Saving Throw: None Wish is a more potent version of the Limited Wish spell. It will fulfill literally the utterance of the spellcaster. Thus, the actuality of the past, present, or future might be altered (but possibly only for the wizard unless the wording of the spell is most carefully stated) in some limited manner. Greedy desires usually end in disaster for the wisher. Lastly, the wiser the wizard, the better chance thatwill choose the right wording. Wizards with low Wisdom will more often than not meet with disaster when asking for a wish. @@ -5855,19 +5350,19 @@ Saving Throw: None Wish is a more potent version of the Limited Wish spell. It will fulfill literally the utterance of the spellcaster. Thus, the actuality of the past, present, or future might be altered (but possibly only for the wizard unless the wording of the spell is most carefully stated) in some limited manner. Greedy desires usually end in disaster for the wisher. Lastly, the wiser the wizard, the better chance that will choose the right wording. Wizards with low Wisdom will more often than not meet with disaster when asking for a wish.
Wish +(Abjuration) -School: Abjuration Range: 3 meters Duration: 25 seconds Casting time: 1 Area of Effect: 1 creature -Saving Throw: TODO +Saving Throw: None Wish is a more potent version of the Limited Wish spell. It will fulfill literally the utterance of the spellcaster. Thus, the actuality of the past, present, or future might be altered (but possibly only for the wizard unless the wording of the spell is most carefully stated) in some limited manner. Greedy desires usually end in disaster for the wisher. Lastly, the wiser the wizard, the better chance thatwill choose the right wording. Wizards with low Wisdom will more often than not meet with disaster when asking for a wish. STATISTICS: -- Poisons the party's members, inflicting 1 damage per second (Inefficace contre les undead, the golems and the creatures immune to poisons)
Wish (Any School) @@ -5879,13 +5374,13 @@ Saving Throw: None Wish is a more potent version of the Limited Wish spell. It will fulfill literally the utterance of the spellcaster. Thus, the actuality of the past, present, or future might be altered (but possibly only for the wizard unless the wording of the spell is most carefully stated) in some limited manner. Greedy desires usually end in disaster for the wisher. Lastly, the wiser the wizard, the better chance thatwill choose the right wording. Wizards with low Wisdom will more often than not meet with disaster when asking for a wish.
Wish +(Abjuration) -School: Abjuration Range: 3 meters Duration: Instant Casting time: 1 Area of Effect: 1 creature -Saving Throw: TODO +Saving Throw: None Wish is a more potent version of the Limited Wish spell. It will fulfill literally the utterance of the spellcaster. Thus, the actuality of the past, present, or future might be altered (but possibly only for the wizard unless the wording of the spell is most carefully stated) in some limited manner. Greedy desires usually end in disaster for the wisher. Lastly, the wiser the wizard, the better chance thatwill choose the right wording. Wizards with low Wisdom will more often than not meet with disaster when asking for a wish. @@ -5910,13 +5405,13 @@ Saving Throw: None Wish is a more potent version of the Limited Wish spell. It will fulfill literally the utterance of the spellcaster. Thus, the actuality of the past, present, or future might be altered (but possibly only for the wizard unless the wording of the spell is most carefully stated) in some limited manner. Greedy desires usually end in disaster for the wisher. Lastly, the wiser the wizard, the better chance that will choose the right wording. Wizards with low Wisdom will more often than not meet with disaster when asking for a wish.
Wish +(Abjuration) -School: Abjuration Range: 3 meters Duration: 45 seconds Casting time: 1 Area of Effect: 1 creature -Saving Throw: TODO +Saving Throw: None Wish is a more potent version of the Limited Wish spell. It will fulfill literally the utterance of the spellcaster. Thus, the actuality of the past, present, or future might be altered (but possibly only for the wizard unless the wording of the spell is most carefully stated) in some limited manner. Greedy desires usually end in disaster for the wisher. Lastly, the wiser the wizard, the better chance thatwill choose the right wording. Wizards with low Wisdom will more often than not meet with disaster when asking for a wish. @@ -5934,13 +5429,13 @@ Saving Throw: None Wish is a more potent version of the Limited Wish spell. It will fulfill literally the utterance of the spellcaster. Thus, the actuality of the past, present, or future might be altered (but possibly only for the wizard unless the wording of the spell is most carefully stated) in some limited manner. Greedy desires usually end in disaster for the wisher. Lastly, the wiser the wizard, the better chance that will choose the right wording. Wizards with low Wisdom will more often than not meet with disaster when asking for a wish.
Wish +(Abjuration) -School: Abjuration Range: 3 meters Duration: Instant Casting time: 1 Area of Effect: 1 creature -Saving Throw: TODO +Saving Throw: None Wish is a more potent version of the Limited Wish spell. It will fulfill literally the utterance of the spellcaster. Thus, the actuality of the past, present, or future might be altered (but possibly only for the wizard unless the wording of the spell is most carefully stated) in some limited manner. Greedy desires usually end in disaster for the wisher. Lastly, the wiser the wizard, the better chance thatwill choose the right wording. Wizards with low Wisdom will more often than not meet with disaster when asking for a wish. @@ -5958,13 +5453,13 @@ Saving Throw: None Wish is a more potent version of the Limited Wish spell. It will fulfill literally the utterance of the spellcaster. Thus, the actuality of the past, present, or future might be altered (but possibly only for the wizard unless the wording of the spell is most carefully stated) in some limited manner. Greedy desires usually end in disaster for the wisher. Lastly, the wiser the wizard, the better chance that will choose the right wording. Wizards with low Wisdom will more often than not meet with disaster when asking for a wish.
Wish +(Abjuration) -School: Abjuration Range: 3 meters Duration: Instant Casting time: 1 Area of Effect: 1 creature -Saving Throw: TODO +Saving Throw: None Wish is a more potent version of the Limited Wish spell. It will fulfill literally the utterance of the spellcaster. Thus, the actuality of the past, present, or future might be altered (but possibly only for the wizard unless the wording of the spell is most carefully stated) in some limited manner. Greedy desires usually end in disaster for the wisher. Lastly, the wiser the wizard, the better chance thatwill choose the right wording. Wizards with low Wisdom will more often than not meet with disaster when asking for a wish. @@ -5982,13 +5477,13 @@ Saving Throw: None Wish is a more potent version of the Limited Wish spell. It will fulfill literally the utterance of the spellcaster. Thus, the actuality of the past, present, or future might be altered (but possibly only for the wizard unless the wording of the spell is most carefully stated) in some limited manner. Greedy desires usually end in disaster for the wisher. Lastly, the wiser the wizard, the better chance that will choose the right wording. Wizards with low Wisdom will more often than not meet with disaster when asking for a wish.
Wish +(Abjuration) -School: Abjuration Range: 3 meters Duration: Instant Casting time: 1 Area of Effect: 1 creature -Saving Throw: TODO +Saving Throw: None Wish is a more potent version of the Limited Wish spell. It will fulfill literally the utterance of the spellcaster. Thus, the actuality of the past, present, or future might be altered (but possibly only for the wizard unless the wording of the spell is most carefully stated) in some limited manner. Greedy desires usually end in disaster for the wisher. Lastly, the wiser the wizard, the better chance thatwill choose the right wording. Wizards with low Wisdom will more often than not meet with disaster when asking for a wish. @@ -5997,13 +5492,13 @@ - Instantly cast Negative Plane Protection on the party's members
Lay On Hands (Self-Only) The character channels positive energy to healself of 2 Hit Points per level.
Lay On Hands +(Conjuration) -School: Conjuration Range: Contact -Duration: 25 seconds +Duration: Instant Casting time: 0 Area of Effect: Caster -Saving Throw: TODO +Saving Throw: None Lay On Hands (Self-Only) The character channels positive energy to healself of 2 Hit Points per level. @@ -6033,14 +5528,14 @@ 18 and up — 1d4 rounds Note that if the 9th-level spell Freedom is cast in the area where a creature is mazed, it will effectively bring back to this plane, ending the spell prematurely. Note that a mazed creature is not freed through Dispel Magic.
Maze +(Conjuration) -School: Conjuration Level: 8 Range: 21,5 meters Duration: Instant Casting time: 3 Area of Effect: 1 creature -Saving Throw: TODO +Saving Throw: Neg. An extradimensional space is brought into being upon utterance of a maze spell. The subject vanishes into the shifting labyrinth of force planes for a period of time that is totally dependent upon its Intelligence. @@ -6075,7 +5570,7 @@ Duration: 4 rounds Casting time: 1 Area of Effect: Caster -Saving Throw: TODO +Saving Throw: None When a priest casts the Barkskin spell upon a creature, its skin becomes as tough as bark, increasing its base Armor Class to 6, plus 1 for every 4 levels of the priest: Armor Class 5 at 4th level, Armor Class 4 at 8th, and so on. In addition, Saving Throws vs. all attack forms except magic gain a +1 bonus. This spell can be placed on the caster or on any other creaturetouches. @@ -6095,13 +5590,13 @@ Saving Throw: None When the Imprisonment spell is cast and the victim is touched, the recipient is entombed in a state of suspended animation in a small sphere far beneath the surface of the earth. The victim remains there unless a reverse of the spell—Freedom—is cast. Otherwise, the victim will remain there as long as the earth exists; rather a horrible fate, actually. If a Freedom spell is cast in the area where the creature was imprisoned, then will reappear exactly where was last standing. Dispel Magic will not free creatures trapped in this manner. There is no Saving Throw.
Banishment +(Abjuration) -School: Abjuration Range: 6 meters Duration: Instant Casting time: 1 Area of Effect: 1 creature -Saving Throw: TODO +Saving Throw: None When the Imprisonment spell is cast and the victim is touched, the recipient is entombed in a state of suspended animation in a small sphere far beneath the surface of the earth. The victim remains there unless a reverse of the spell—Freedom—is cast. Otherwise, the victim will remain there as long as the earth exists; rather a horrible fate, actually. If a Freedom spell is cast in the area where the creature was imprisoned, thenwill reappear exactly where was last standing. Dispel Magic will not free creatures trapped in this manner. There is no Saving Throw. @@ -6118,13 +5613,13 @@ Saving Throw: None When the Imprisonment spell is cast and the victim is touched, the recipient is entombed in a state of suspended animation in a small sphere far beneath the surface of the earth. The victim remains there unless a reverse of the spell—Freedom—is cast. Otherwise, the victim will remain there as long as the earth exists; rather a horrible fate, actually. If a Freedom spell is cast in the area where the creature was imprisoned, then will reappear exactly where was last standing. Dispel Magic will not free creatures trapped in this manner. There is no Saving Throw.
Imprisonment +(Abjuration) -School: Abjuration Range: 3 meters Duration: Instant Casting time: 1 Area of Effect: 1 creature -Saving Throw: TODO +Saving Throw: None When the Imprisonment spell is cast and the victim is touched, the recipient is entombed in a state of suspended animation in a small sphere far beneath the surface of the earth. The victim remains there unless a reverse of the spell—Freedom—is cast. Otherwise, the victim will remain there as long as the earth exists; rather a horrible fate, actually. If a Freedom spell is cast in the area where the creature was imprisoned, thenwill reappear exactly where was last standing. Dispel Magic will not free creatures trapped in this manner. There is no Saving Throw. @@ -6142,13 +5637,13 @@ Saving Throw: Neg. At the culmination of this dreadful spell, the wizard screams like a banshee (groaning spirit). Everyone in the area of effect hears the awful cry. Those who fail a Saving Throw vs. Death die instantly. The caster and companions are immune to the effects of the wail.
Demilich Howl +(Necromancy) -School: Necromancy Range: Contact -Duration: 2 seconds +Duration: Instant Casting time: 9 -Area of Effect: 4,5 meters' radius around the caster -Saving Throw: TODO +Area of Effect: Enemies within a 4,5 meters radius around of the caster +Saving Throw: 1/2 At the culmination of this dreadful spell, the wizard screams like a banshee (groaning spirit). Everyone in the area of effect hears the awful cry. Those who fail a Saving Throw vs. Death die instantly. The caster and companions are immune to the effects of the wail. @@ -6167,14 +5662,14 @@ Saving Throw: 1/2 When the priest calls down a Flame Strike spell, a vertical column of fire roars downward in the exact location called for by the caster. The target must roll a Saving Throw vs. Spell. Failure means the creature sustains 1d8 points of damage per level of the caster; otherwise, the damage is halved.
Flame Strike +(Invocation) -School: Invocation Level: 5 Range: 12 meters Duration: Instant Casting time: Special Area of Effect: 1 creature -Saving Throw: TODO +Saving Throw: 1/2 When the priest calls down a Flame Strike spell, a vertical column of fire roars downward in the exact location called for by the caster. The target must roll a Saving Throw vs. Spell. Failure means the creature sustains 1d8 points of damage per level of the caster; otherwise, the damage is halved. @@ -6231,7 +5726,7 @@ Duration: Instant Casting time: 1 Area of Effect: Caster -Saving Throw: TODO +Saving Throw: None When a priest casts the Barkskin spell upon a creature, its skin becomes as tough as bark, increasing its base Armor Class to 6, plus 1 for every 4 levels of the priest: Armor Class 5 at 4th level, Armor Class 4 at 8th, and so on. In addition, Saving Throws vs. all attack forms except magic gain a +1 bonus. This spell can be placed on the caster or on any other creaturetouches. @@ -6248,14 +5743,14 @@ Saving Throw: Neg. The Finger of Death spell snuffs out the victim's life force. The caster points finger at the victim after the incantation is complete, effectively ripping the life out of its body unless a Save vs. Spell is made with a -2 penalty. A creature that successfully saves still receives 2d8+1 points of damage.
Death Curse +(Necromancy) -School: Necromancy Level: 7 Range: 12 meters Duration: Instant Casting time: 5 Area of Effect: 1 creature -Saving Throw: TODO +Saving Throw: None The Finger of Death spell snuffs out the victim's life force. The caster pointsfinger at the victim after the incantation is complete, effectively ripping the life out of its body unless a Save vs. Spell is made with a -2 penalty. A creature that successfully saves still receives 2d8+1 points of damage. @@ -6273,14 +5768,14 @@ Saving Throw: 1/2 A fireball is an explosive burst of flame that detonates with a low roar and delivers damage proportional to the level of the wizard who cast it—1d6 points of damage for each level of experience of the caster (up to a maximum of 10d6). The wizard points finger and speaks the range (distance and height) at which the fireball is to burst. A streak flashes from the pointing digit and, unless it impacts upon a material body or solid barrier prior to attaining the prescribed range, blossoms into the fireball (an early impact results in an early detonation). Creatures failing their Saves vs. Spell each suffer full damage from the blast. Those who roll successful Saving Throws manage to dodge, fall flat, or roll aside, each receiving half.
Lava burst +(Invocation) -School: Invocation Level: 3 Range: 12 meters Duration: Instant Casting time: 0 Area of Effect: 4,5 meters' radius -Saving Throw: TODO +Saving Throw: 1/2 A fireball is an explosive burst of flame that detonates with a low roar and delivers damage proportional to the level of the wizard who cast it—1d6 points of damage for each level of experience of the caster (up to a maximum of 10d6). The wizard pointsfinger and speaks the range (distance and height) at which the fireball is to burst. A streak flashes from the pointing digit and, unless it impacts upon a material body or solid barrier prior to attaining the prescribed range, blossoms into the fireball (an early impact results in an early detonation). Creatures failing their Saves vs. Spell each suffer full damage from the blast. Those who roll successful Saving Throws manage to dodge, fall flat, or roll aside, each receiving half. @@ -6298,14 +5793,14 @@ Saving Throw: Neg. At the culmination of this dreadful spell, the wizard screams like a banshee (groaning spirit). Everyone in the area of effect hears the awful cry. Those who fail a Saving Throw vs. Death die instantly. The caster and companions are immune to the effects of the wail.
Wail of the Banshee +(Necromancy) -School: Necromancy Level: 9 Range: Contact -Duration: 2 seconds +Duration: Instant Casting time: 9 -Area of Effect: 4,5 meters' radius around the caster -Saving Throw: TODO +Area of Effect: Enemies within a 4,5 meters radius around of the caster +Saving Throw: None At the culmination of this dreadful spell, the wizard screams like a banshee (groaning spirit). Everyone in the area of effect hears the awful cry. Those who fail a Saving Throw vs. Death die instantly. The caster and companions are immune to the effects of the wail. @@ -6329,7 +5824,7 @@ Duration: Instant Casting time: 1 Area of Effect: Caster -Saving Throw: TODO +Saving Throw: None When a priest casts the Barkskin spell upon a creature, its skin becomes as tough as bark, increasing its base Armor Class to 6, plus 1 for every 4 levels of the priest: Armor Class 5 at 4th level, Armor Class 4 at 8th, and so on. In addition, Saving Throws vs. all attack forms except magic gain a +1 bonus. This spell can be placed on the caster or on any other creaturetouches. @@ -6349,25 +5844,24 @@ When a priest casts the Barkskin spell upon a creature, its skin becomes as tough as bark, increasing its base Armor Class to 6, plus 1 for every 4 levels of the priest: Armor Class 5 at 4th level, Armor Class 4 at 8th, and so on. In addition, Saving Throws vs. all attack forms except magic gain a +1 bonus. This spell can be placed on the caster or on any other creature touches.
Slayer Change Range: Contact -Duration: 44 seconds +Duration: Special Casting time: 1 Area of Effect: Caster -Saving Throw: TODO +Saving Throw: None When a priest casts the Barkskin spell upon a creature, its skin becomes as tough as bark, increasing its base Armor Class to 6, plus 1 for every 4 levels of the priest: Armor Class 5 at 4th level, Armor Class 4 at 8th, and so on. In addition, Saving Throws vs. all attack forms except magic gain a +1 bonus. This spell can be placed on the caster or on any other creaturetouches. STATISTICS: -- Dispels and protects from effects of the spell Horror on the caster -- Immunity to charms, confusion, sleep, horror and panic +- Immunity to charms, confusion, sleep, horror and panic permanently - Cure horror -- Transformation en créature sans nom -- Inflicts 5 magic damage to the caster -- Inflicts 10 magic damage to the caster -- Inflicts 20 magic damage to the caster -- Inflicts 40 magic damage to the caster -- Inflicts 1500 magic damage to the caster -- Immunity to Polymorph Other, Polymorph Self, Shapechange, Shapechange: Earth Elemental, Shapechange: Fire Elemental, Shapechange: Giant Troll, Shapechange: Greater Wolfwere, Shapechange: Iron Golem, Shapechange: Mind Flayer, Shapeshift: Baby Wyvern, Shapeshift: Black Bear, Shapeshift: Brown Bear, Shapeshift: Fire Salamander, Shapeshift: Flind, Shapeshift: Mustard Jelly, Shapeshift: Natural Form, Shapeshift: Ogre, Shapeshift: Spider, Shapeshift: Sword Spider and Shapeshift: Wolf spells
Finger of Death (Necromancy) @@ -6379,14 +5873,14 @@ Saving Throw: Neg. The Finger of Death spell snuffs out the victim's life force. The caster pointsfinger at the victim after the incantation is complete, effectively ripping the life out of its body unless a Save vs. Spell is made with a -2 penalty. A creature that successfully saves still receives 2d8+1 points of damage.
Death Curse +(Necromancy) -School: Necromancy Level: 7 Range: 12 meters Duration: Instant Casting time: 5 Area of Effect: 1 creature -Saving Throw: TODO +Saving Throw: None The Finger of Death spell snuffs out the victim's life force. The caster pointsfinger at the victim after the incantation is complete, effectively ripping the life out of its body unless a Save vs. Spell is made with a -2 penalty. A creature that successfully saves still receives 2d8+1 points of damage. @@ -6406,10 +5900,10 @@ Level: 1 Range: 12 meters -Duration: 5 days +Duration: Instant Casting time: 0 Area of Effect: 1 creature -Saving Throw: TODO +Saving Throw: None The Polymorph Other spell is a powerful magic that permanently alters the form of the creature affected. Mental attributes are not affected, and the target does not receive the special abilities of the new form. However all physical attributes are changed to adhere to the new form. This is a specific version of the spell in that the recipient will be transformed into a squirrel unless a Save vs. Petrification/Polymorph is made successfully. The transformation is instant and permanent until a Dispel Magic is cast successfully upon the affected creature. The natural attacks of the new form also become available and all clothes and equipment that the target was wearing will mold into the new form. @@ -6428,13 +5922,13 @@ Saving Throw: None Application of this spell sets the Strength of the character to 18 and then adds a +50% bonus on top of this. The character receives any strength bonuses appropriate. For example, if a character has between 18/50 and 18/00 Strength, then Strength will just be set to 18/00. If a character has a Strength between 18/01 and 18/50, then Strength will become 18/50 + original percentage. If Strength is less than 18, then it will just become 18/50. However, this spell will actually lower a character's Strength if it is already 19 or more.
Strength +(Alteration) -School: Alteration Range: Contact -Duration: 117 seconds + 9 rounds par tranche de 6 niveaux +Duration: 176 seconds + 9 rounds/12 levels Casting time: 2 Area of Effect: Caster -Saving Throw: TODO +Saving Throw: None Application of this spell sets the Strength of the character to 18 and then adds a +50% bonus on top of this. The character receives any strength bonuses appropriate. For example, if a character has between 18/50 and 18/00 Strength, thenStrength will just be set to 18/00. If a character has a Strength between 18/01 and 18/50, then Strength will become 18/50 + original percentage. If Strength is less than 18, then it will just become 18/50. However, this spell will actually lower a character's Strength if it is already 19 or more. @@ -6456,156 +5950,43 @@ Duration: Instant Casting time: 1 Area of Effect: Caster -Saving Throw: TODO +Saving Throw: None Lay On Hands (Self-Only) The character channels positive energy to heal self of 2 Hit Points per level. STATISTICS: -- Heals 2 hit points to the target +- Heals 2 hit points/level/20 to the target
Haste +(Alteration) -From level 2 -- Heals 4 hit points to the target +Level: 3 +Range: 15 ft. +Duration: 3 rounds + 1 round/level +Casting Time: 3 +Area of Effect: 15-ft. radius +Saving Throw: None -From level 3 -- Heals 6 hit points to the target +When this spell is cast, all creatures affected function at double their normal movement rate, gain a -2 initiative bonus, and receive an extra attack per round. Thus, a creature moving at 6 and attacking once per round would move at 12 and attack twice per round. At the instant the spell is completed, it affects all ally creatures in a 15-ft. radius centered on a point selected by the caster (thus, creatures leaving the area are still subject to the spell's effect; those entering the area after the casting is completed are not). This spell is not cumulative with itself or with other similar magic. Spellcasting and spell effects are not affected. Note that this spell negates the effects of a Slow spell.
Haste +(Alteration) -From level 4 -- Heals 8 hit points to the target +Range: Contact +Duration: 3 rounds + 1 round/level +Casting time: 3 +Area of Effect: Caster +Saving Throw: None -From level 5 -- Heals 10 hit points to the target - -From level 6 -- Heals 12 hit points to the target - -From level 7 -- Heals 14 hit points to the target - -From level 8 -- Heals 16 hit points to the target - -From level 9 -- Heals 18 hit points to the target - -From level 10 -- Heals 20 hit points to the target - -From level 11 -- Heals 22 hit points to the target - -From level 12 -- Heals 24 hit points to the target - -From level 13 -- Heals 26 hit points to the target - -From level 14 -- Heals 28 hit points to the target - -From level 15 -- Heals 30 hit points to the target - -From level 16 -- Heals 32 hit points to the target - -From level 17 -- Heals 34 hit points to the target - -From level 18 -- Heals 36 hit points to the target - -From level 19 -- Heals 38 hit points to the target - -From level 20 -- Heals 40 hit points to the target
Haste -(Alteration) - -Level: 3 -Range: 15 ft. -Duration: 3 rounds + 1 round/level -Casting Time: 3 -Area of Effect: 15-ft. radius -Saving Throw: None - -When this spell is cast, all creatures affected function at double their normal movement rate, gain a -2 initiative bonus, and receive an extra attack per round. Thus, a creature moving at 6 and attacking once per round would move at 12 and attack twice per round. At the instant the spell is completed, it affects all ally creatures in a 15-ft. radius centered on a point selected by the caster (thus, creatures leaving the area are still subject to the spell's effect; those entering the area after the casting is completed are not). This spell is not cumulative with itself or with other similar magic. Spellcasting and spell effects are not affected. Note that this spell negates the effects of a Slow spell.
Haste - -School: Alteration -Range: Contact -Duration: 3 rounds + 1 round par niveau -Casting time: 3 -Area of Effect: Caster -Saving Throw: TODO - -When this spell is cast, all creatures affected function at double their normal movement rate, gain a -2 initiative bonus, and receive an extra attack per round. Thus, a creature moving at 6 and attacking once per round would move at 12 and attack twice per round. At the instant the spell is completed, it affects all ally creatures in a 15-ft. radius centered on a point selected by the caster (thus, creatures leaving the area are still subject to the spell's effect; those entering the area after the casting is completed are not). This spell is not cumulative with itself or with other similar magic. Spellcasting and spell effects are not affected. Note that this spell negates the effects of a Slow spell. +When this spell is cast, all creatures affected function at double their normal movement rate, gain a -2 initiative bonus, and receive an extra attack per round. Thus, a creature moving at 6 and attacking once per round would move at 12 and attack twice per round. At the instant the spell is completed, it affects all ally creatures in a 15-ft. radius centered on a point selected by the caster (thus, creatures leaving the area are still subject to the spell's effect; those entering the area after the casting is completed are not). This spell is not cumulative with itself or with other similar magic. Spellcasting and spell effects are not affected. Note that this spell negates the effects of a Slow spell. STATISTICS: - Double movement speed and grants one additional attack per round to the target -- Increases the fatigue of the target by 4 +- Increases the fatigue of the target by 4 after 8 rounds From level 6 - Double movement speed and grants one additional attack per round to the target -- Increases the fatigue of the target by 4 - -From level 7 -- Double movement speed and grants one additional attack per round to the target -- Increases the fatigue of the target by 4 - -From level 8 -- Double movement speed and grants one additional attack per round to the target -- Increases the fatigue of the target by 4 - -From level 9 -- Double movement speed and grants one additional attack per round to the target -- Increases the fatigue of the target by 4 - -From level 10 -- Double movement speed and grants one additional attack per round to the target -- Increases the fatigue of the target by 4 - -From level 11 -- Double movement speed and grants one additional attack per round to the target -- Increases the fatigue of the target by 4 - -From level 12 -- Double movement speed and grants one additional attack per round to the target -- Increases the fatigue of the target by 4 - -From level 13 -- Double movement speed and grants one additional attack per round to the target -- Increases the fatigue of the target by 4 - -From level 14 -- Double movement speed and grants one additional attack per round to the target -- Increases the fatigue of the target by 4 - -From level 15 -- Double movement speed and grants one additional attack per round to the target -- Increases the fatigue of the target by 4 - -From level 16 -- Double movement speed and grants one additional attack per round to the target -- Increases the fatigue of the target by 4 - -From level 17 -- Double movement speed and grants one additional attack per round to the target -- Increases the fatigue of the target by 4 - -From level 18 -- Double movement speed and grants one additional attack per round to the target -- Increases the fatigue of the target by 4 - -From level 19 -- Double movement speed and grants one additional attack per round to the target -- Increases the fatigue of the target by 4 - -From level 20 -- Double movement speed and grants one additional attack per round to the target -- Increases the fatigue of the target by 4
Wish (Any School) @@ -6620,10 +6001,10 @@ Level: 9 Range: Contact -Duration: 2 seconds +Duration: Instant Casting time: 9 -Area of Effect: 4,5 meters' radius around the caster -Saving Throw: TODO +Area of Effect: Enemies within a 4,5 meters radius around of the caster +Saving Throw: None Wish is a more potent version of the Limited Wish spell. It will fulfill literally the utterance of the spellcaster. Thus, the actuality of the past, present, or future might be altered (but possibly only for the wizard unless the wording of the spell is most carefully stated) in some limited manner. Greedy desires usually end in disaster for the wisher. Lastly, the wiser the wizard, the better chance thatwill choose the right wording. Wizards with low Wisdom will more often than not meet with disaster when asking for a wish. @@ -6641,20 +6022,20 @@ Saving Throw: None Wish is a more potent version of the Limited Wish spell. It will fulfill literally the utterance of the spellcaster. Thus, the actuality of the past, present, or future might be altered (but possibly only for the wizard unless the wording of the spell is most carefully stated) in some limited manner. Greedy desires usually end in disaster for the wisher. Lastly, the wiser the wizard, the better chance that will choose the right wording. Wizards with low Wisdom will more often than not meet with disaster when asking for a wish.
Wish +(Alteration) -School: Alteration Level: 1 Range: Contact -Duration: 6 rounds +Duration: Instant Casting time: 9 Area of Effect: Caster -Saving Throw: TODO +Saving Throw: None Wish is a more potent version of the Limited Wish spell. It will fulfill literally the utterance of the spellcaster. Thus, the actuality of the past, present, or future might be altered (but possibly only for the wizard unless the wording of the spell is most carefully stated) in some limited manner. Greedy desires usually end in disaster for the wisher. Lastly, the wiser the wizard, the better chance thatwill choose the right wording. Wizards with low Wisdom will more often than not meet with disaster when asking for a wish. STATISTICS: -- Arrêt du temps
Barkskin (Alteration) @@ -6672,7 +6053,7 @@ Duration: 2 rounds Casting time: 1 Area of Effect: Caster -Saving Throw: TODO +Saving Throw: None When a priest casts the Barkskin spell upon a creature, its skin becomes as tough as bark, increasing its base Armor Class to 6, plus 1 for every 4 levels of the priest: Armor Class 5 at 4th level, Armor Class 4 at 8th, and so on. In addition, Saving Throws vs. all attack forms except magic gain a +1 bonus. This spell can be placed on the caster or on any other creaturetouches. @@ -6693,14 +6074,14 @@ Saving Throw: Neg. When this spell is cast, the result is a globe of shimmering force that encloses the subject creature if it fails to Save vs. Spell. The resilient sphere will contain its subject for the duration of the spell. The sphere is completely immune to all damage; in fact, the only method of removing the sphere is a successful Dispel Magic. Hence, the creature caught inside the globe is completely safe from all attacks, but at the same time completely unable to affect the outside world.
Otiluke's Resilient Sphere +(Alteration) -School: Alteration Level: 4 Range: 12 meters Duration: 7 rounds Casting time: 4 Area of Effect: 1 creature -Saving Throw: TODO +Saving Throw: None When this spell is cast, the result is a globe of shimmering force that encloses the subject creature if it fails to Save vs. Spell. The resilient sphere will contain its subject for the duration of the spell. The sphere is completely immune to all damage; in fact, the only method of removing the sphere is a successful Dispel Magic. Hence, the creature caught inside the globe is completely safe from all attacks, but at the same time completely unable to affect the outside world. @@ -6728,14 +6109,14 @@ Saving Throw: Neg. This spell turns flesh of any sort to stone. All possessions on the person of the creature likewise turn to stone. The intended subject of the spell receives a Saving Throw vs. Spell to avoid the effect. If a statue created by this spell is subjected to attacks of any sort, it will shatter into tiny pieces, making it impossible for the creature to be returned to flesh. The reverse of this spell may be cast upon the victim in order to restore life, but this is the only way.
Flesh to Stone +(Alteration) -School: Alteration Level: 6 Range: 15 meters Duration: Instant Casting time: 6 Area of Effect: 1 creature -Saving Throw: TODO +Saving Throw: None This spell turns flesh of any sort to stone. All possessions on the person of the creature likewise turn to stone. The intended subject of the spell receives a Saving Throw vs. Spell to avoid the effect. If a statue created by this spell is subjected to attacks of any sort, it will shatter into tiny pieces, making it impossible for the creature to be returned to flesh. The reverse of this spell may be cast upon the victim in order to restore life, but this is the only way. @@ -6756,14 +6137,14 @@ A Dispel Magic spell removes magical effects upon anyone within the area. This includes effects given from spells, potions and certain magical items such as wands. It does not, however, affect enchanted magical items or spell protections such as Spell Turning and Spell Deflection. The chance of the dispel succeeding is determined by the level of the caster and the level of the magic being dispelled. The base chance of successfully dispelling is 50%. For every level that the caster of the Dispel Magic is above the original caster,chance of success increases by 5%. For every level that the caster of Dispel Magic is below the original caster, chance of success decreases by 10%. However, despite the difference in levels, there is always at least a 5% chance of success or failure. Thus, if a caster is 10 levels higher than the magic is trying to dispel, there is only a 5% chance of failure. Similarly if the caster is 4 levels lower than the magic is trying to dispel, there is only a 10% chance of success. Intuitively, this spell is almost useless if the target is 5 or more levels higher than the caster. Note: While this spell dispels the individual effects of Grease, Web, Stinking Cloud, and other such spells, it does not dispel the area of effect.
Dispel Magic +(Abjuration) -School: Abjuration Level: 3 Range: 12 meters Duration: Instant Casting time: 5 Area of Effect: 4,5 meters' radius -Saving Throw: TODO +Saving Throw: Special A Dispel Magic spell removes magical effects upon anyone within the area. This includes effects given from spells, potions and certain magical items such as wands. It does not, however, affect enchanted magical items or spell protections such as Spell Turning and Spell Deflection. The chance of the dispel succeeding is determined by the level of the caster and the level of the magic being dispelled. The base chance of successfully dispelling is 50%. For every level that the caster of the Dispel Magic is above the original caster,chance of success increases by 5%. For every level that the caster of Dispel Magic is below the original caster, chance of success decreases by 10%. However, despite the difference in levels, there is always at least a 5% chance of success or failure. Thus, if a caster is 10 levels higher than the magic is trying to dispel, there is only a 5% chance of failure. Similarly if the caster is 4 levels lower than the magic is trying to dispel, there is only a 10% chance of success. Intuitively, this spell is almost useless if the target is 5 or more levels higher than the caster. @@ -6783,13 +6164,13 @@ Saving Throw: Neg. This spell turns flesh of any sort to stone. All possessions on the person of the creature likewise turn to stone. The intended subject of the spell receives a Saving Throw vs. Spell to avoid the effect. If a statue created by this spell is subjected to attacks of any sort, it will shatter into tiny pieces, making it impossible for the creature to be returned to flesh. The reverse of this spell may be cast upon the victim in order to restore life, but this is the only way.
Flesh to Stone +(Alteration) -School: Alteration Range: 15 meters Duration: Instant Casting time: 0 Area of Effect: 1 creature -Saving Throw: TODO +Saving Throw: None This spell turns flesh of any sort to stone. All possessions on the person of the creature likewise turn to stone. The intended subject of the spell receives a Saving Throw vs. Spell to avoid the effect. If a statue created by this spell is subjected to attacks of any sort, it will shatter into tiny pieces, making it impossible for the creature to be returned to flesh. The reverse of this spell may be cast upon the victim in order to restore life, but this is the only way. @@ -6807,13 +6188,13 @@ Saving Throw: Neg. This spell turns flesh of any sort to stone. All possessions on the person of the creature likewise turn to stone. The intended subject of the spell receives a Saving Throw vs. Spell to avoid the effect. If a statue created by this spell is subjected to attacks of any sort, it will shatter into tiny pieces, making it impossible for the creature to be returned to flesh. The reverse of this spell may be cast upon the victim in order to restore life, but this is the only way.
Flesh to Stone +(Alteration) -School: Alteration Range: 15 meters Duration: Instant Casting time: 0 Area of Effect: 1 creature -Saving Throw: TODO +Saving Throw: None This spell turns flesh of any sort to stone. All possessions on the person of the creature likewise turn to stone. The intended subject of the spell receives a Saving Throw vs. Spell to avoid the effect. If a statue created by this spell is subjected to attacks of any sort, it will shatter into tiny pieces, making it impossible for the creature to be returned to flesh. The reverse of this spell may be cast upon the victim in order to restore life, but this is the only way. @@ -6836,7 +6217,7 @@ Duration: 1 turn Casting time: 1 Area of Effect: 1 creature -Saving Throw: TODO +Saving Throw: None When a wizard casts a Sleep spell,causes a comatose slumber to come upon one or more enemies (other than undead and certain other creatures specifically excluded from the spell's effects). All creatures to be affected by the Sleep spell must be within a 15-ft. radius. Creatures in the area of effect must make a Saving Throw vs. Death with a -3 penalty or fall asleep. Monsters with 5 Hit Dice or more are unaffected. Attacks against sleeping opponents never miss. @@ -6850,7 +6231,7 @@ Duration: Instant Casting time: 9 Area of Effect: 1 creature -Saving Throw: TODO +Saving Throw: None This ability launches a glob of deadly acid at the target, dealing 3d12 acid damage on impact. There is no Saving Throw against this ability. @@ -6864,7 +6245,7 @@ Duration: 5 rounds Casting time: 0 Area of Effect: 1 creature -Saving Throw: TODO +Saving Throw: Neg. This ability launches a mess of sticky ooze, paralyzing the target for 5 rounds unless the target makes a Saving Throw vs. Breath Weapon. @@ -6887,7 +6268,7 @@ Duration: Instant Casting time: 1 Area of Effect: 1 creature -Saving Throw: TODO +Saving Throw: None The Limited Wish is a very potent but difficult spell. It will fulfill literally, but only partially or for a limited duration, the utterance of the spellcaster. Thus, the actuality of the past, present, or future might be altered (but possibly only for the wizard unless the wording of the spell is most carefully stated) in some limited manner. The use of a Limited Wish will not substantially change major realities. The spell can, for example, restore some Hit Points lost by the wizard. Greedy desires usually end in disaster for the wisher. Lastly, the wiser the wizard, the better chance that will choose the right wording. Wizards with low Wisdom will more often than not meet with disaster when asking for a wish. @@ -6901,8 +6282,8 @@ Range: 4,5 meters Duration: 1 round Casting time: 1 -Area of Effect: 1 creature -Saving Throw: TODO +Area of Effect: 5 meters cone on a 90° arc +Saving Throw: Special This ability launches a glob of scalding steam at a single target, dealing 1d3 fire damage. The target must also make a Saving Throw vs. Breath Weapon or be stunned for 1 round. @@ -6916,16 +6297,16 @@ Range: 6 meters Duration: 1 round Casting time: 1 -Area of Effect: 1 creature -Saving Throw: TODO +Area of Effect: 1 créature et tout ennemi dans un rayon de 4,5 meters +Saving Throw: Special Boiling Rain Storm This ability calls down a rain of noxious, boiling water. Enemies in the area take 2d6 poison damage and must save vs. Breath Weapon or be stunned for 1 round. STATISTICS: -- Stuns the target (save vs. Breath neg.) (Inefficace contre les undead and the golems) -- Inflicts 2d6 poison damage to the target (Inefficace contre les undead, the golems and the creatures immune to poisons)
Mist Ball This ability launches a ball of stinging mist to cloud the target's vision. The target suffers 1d4 points of magic damage unless it makes a Save vs. Breath. In addition, the target is blinded for 1 round (no save).
Mist Ball @@ -6933,7 +6314,7 @@ Duration: 10 seconds Casting time: 1 Area of Effect: 1 creature -Saving Throw: TODO +Saving Throw: Special Mist Ball This ability launches a ball of stinging mist to cloud the target's vision. The target suffers 1d4 points of magic damage unless it makes a Save vs. Breath. In addition, the target is blinded for 1 round (no save). @@ -6944,13 +6325,13 @@ - Inflicts 1d4 +1 magic damage to the target (save vs. Breath neg.)
Magma Ball This ability launches a ball of molten lava to burn the target, dealing 1d6 fire damage.
Magma Ball +(Invocation) -School: Invocation Range: 4,5 meters Duration: Instant Casting time: 1 Area of Effect: 1 creature -Saving Throw: TODO +Saving Throw: None Magma Ball This ability launches a ball of molten lava to burn the target, dealing 1d6 fire damage. @@ -6965,7 +6346,7 @@ Duration: 10 seconds Casting time: 1 Area of Effect: 1 creature -Saving Throw: TODO +Saving Throw: None Sooty Ball This ability launches a hardened ball of soot, dealing 1d4 crushing damage and rendering the target blind for 1 round. @@ -6985,13 +6366,13 @@ Saving Throw: 1/2 Upon casting this spell, the wizard releases a powerful stroke of electrical energy that inflicts 1d6 points of damage per level of the caster (maximum damage of 10d6) to each creature within its area of effect. A successful Saving Throw vs. Spell reduces this damage to half (round fractions down). The bolt begins at a range and height decided by the caster and streaks outward in a direct line from the casting wizard (e.g., if a 40-ft. bolt was started at 180 ft. from the wizard, the far end of bolt would reach 220 ft. (180+40)). If the Lightning Bolt intersects with a wall, it will bounce until it reaches its full length.
Lightning Bolt +(Invocation) -School: Invocation Range: 15 meters Duration: Instant Casting time: 1 Area of Effect: 1 creature -Saving Throw: TODO +Saving Throw: Neg. Upon casting this spell, the wizard releases a powerful stroke of electrical energy that inflicts 1d6 points of damage per level of the caster (maximum damage of 10d6) to each creature within its area of effect. A successful Saving Throw vs. Spell reduces this damage to half (round fractions down). The bolt begins at a range and height decided by the caster and streaks outward in a direct line from the casting wizard (e.g., if a 40-ft. bolt was started at 180 ft. from the wizard, the far end of bolt would reach 220 ft. (180+40)). If the Lightning Bolt intersects with a wall, it will bounce until it reaches its full length. @@ -7010,13 +6391,13 @@ Saving Throw: 1/2 Upon casting this spell, the wizard releases a powerful stroke of electrical energy that inflicts 1d6 points of damage per level of the caster (maximum damage of 10d6) to each creature within its area of effect. A successful Saving Throw vs. Spell reduces this damage to half (round fractions down). The bolt begins at a range and height decided by the caster and streaks outward in a direct line from the casting wizard (e.g., if a 40-ft. bolt was started at 180 ft. from the wizard, the far end of bolt would reach 220 ft. (180+40)). If the Lightning Bolt intersects with a wall, it will bounce until it reaches its full length.
Lightning Bolt +(Invocation) -School: Invocation Range: 15 meters Duration: Instant Casting time: 1 Area of Effect: 1 creature -Saving Throw: TODO +Saving Throw: Neg. Upon casting this spell, the wizard releases a powerful stroke of electrical energy that inflicts 1d6 points of damage per level of the caster (maximum damage of 10d6) to each creature within its area of effect. A successful Saving Throw vs. Spell reduces this damage to half (round fractions down). The bolt begins at a range and height decided by the caster and streaks outward in a direct line from the casting wizard (e.g., if a 40-ft. bolt was started at 180 ft. from the wizard, the far end of bolt would reach 220 ft. (180+40)). If the Lightning Bolt intersects with a wall, it will bounce until it reaches its full length. @@ -7030,7 +6411,7 @@ Duration: 2 rounds Casting time: 1 Area of Effect: 1 creature -Saving Throw: TODO +Saving Throw: Special This ability launches a projectile made up of sharp salt crystals that shatter on impact, dealing 1d4 crushing damage and stunning the target unless it makes a Saving Throw vs. Breath Weapon. @@ -7040,13 +6421,13 @@ - Stuns the target (save vs. Breath neg.)
Glass Dust This ability sprays a collection of shattered glass, forcing the target to make a Saving Throw vs. Breath Weapon or suffer a -4 penalty to Armor Class and a -2 penalty to THAC0 as the glass shards bury themselves intoflesh.
Glass Dust +(Invocation) -School: Invocation Range: 4,5 meters Duration: 5 rounds Casting time: 1 -Area of Effect: 1 creature -Saving Throw: TODO +Area of Effect: 1 créature et tout ennemi dans un rayon de 4,5 meters +Saving Throw: Neg. This ability sprays a collection of shattered glass, forcing the target to make a Saving Throw vs. Breath Weapon or suffer a -4 penalty to Armor Class and a -2 penalty to THAC0 as the glass shards bury themselves intoflesh. @@ -7061,7 +6442,7 @@ Duration: Instant Casting time: 1 Area of Effect: 1 creature -Saving Throw: TODO +Saving Throw: 1/2 This ability launches a frozen projectile, dealing 1d3 cold damage, plus an additional 1d3 cold damage if the target fails a Saving Throw vs. Breath Weapon. @@ -7074,8 +6455,8 @@ Range: 1 meter Duration: Instant Casting time: 1 -Area of Effect: 1 creature -Saving Throw: TODO +Area of Effect: 9 meters cone on a 0° arc +Saving Throw: Neg. This ability burns the target, dealing 4 points of fire damage. There is no Saving Throw against this ability. @@ -7084,13 +6465,13 @@ - Inflicts 4 fire damage to the target
Flame Jet This ability burns the target for 1d4 fire damage, plus an additional 1d4 fire damage if the target fails a Saving Throw vs. Breath Weapon.
Flame Jet +(Invocation) -School: Invocation Range: 4,5 meters Duration: Instant Casting time: 1 Area of Effect: 1 creature -Saving Throw: TODO +Saving Throw: 1/2 This ability burns the target for 1d4 fire damage, plus an additional 1d4 fire damage if the target fails a Saving Throw vs. Breath Weapon. @@ -7104,7 +6485,7 @@ Duration: Instant Casting time: 1 Area of Effect: 1 creature -Saving Throw: TODO +Saving Throw: None Stone Spit This ability launches a rock the size of a sling bullet, dealing 1d6 crushing damage to the target on impact. @@ -7128,14 +6509,14 @@ 60 to 89 Hit Points: Stunned for 1d4 rounds; 90 or more Hit Points: unaffected. Note that if a creature is weakened so that its Hit Points are below its usual maximum, the current number of Hit Points is used to determine this spell's effects.
Power Word, Stun +(Conjuration) -School: Conjuration Level: 7 Range: 24,5 meters Duration: Instant Casting time: 1 Area of Effect: 1 creature -Saving Throw: TODO +Saving Throw: None When a Power Word, Stun spell is uttered, any creature of the Mage's choice within visual range is stunned for the duration depending on its current Hit Points: 1 to 29 Hit Points: Stunned for 4d4 rounds; @@ -7163,8 +6544,8 @@ Range: Special Duration: Instant Casting time: 1 -Area of Effect: 1 creature -Saving Throw: TODO +Area of Effect: 9 meters cone on a 0° arc +Saving Throw: 1/2 When the wizard casts this spell, a jet of searing flame shoots fromfingertips. The wizard's hands must be held so as to send forth a fanlike sheet of flames: thumbs must touch each other and the fingers must be spread. The burning hands send out flame jets of 5 ft. length in a horizontal arc of about 120 degrees in front of the wizard. Any creature in the area of the flames suffers 1d3 points of damage, +2 points for each level of the caster, to a maximum of 1d3+20 points of fire damage. Those successfully saving vs. Spell receive half damage. @@ -7215,7 +6596,7 @@ Duration: Instant Casting time: 1 Area of Effect: Caster -Saving Throw: TODO +Saving Throw: None This spell is a more potent version of the Cure Light Wounds spell. The priest lays hand upon a creature and heals 17 points of wound or other injury damage to the creature's body. This healing cannot affect noncorporeal, nonliving, or extraplanar creatures. @@ -7229,8 +6610,8 @@ Range: 6 meters Duration: 1 turn Casting time: 1 -Area of Effect: 1 creature -Saving Throw: TODO +Area of Effect: 1 créature et tout ennemi dans un rayon de 2,5 meters +Saving Throw: Neg. Psionic Blast A mind flayer's preferred method of attack is the psionic blast, a blast of mental energy that will stun an opponent for five rounds unless a save vs. Spell is made. @@ -7253,13 +6634,13 @@ If the spell's recipient fails his Saving Throw (with a +3 modifier), he regards the caster as a trusted friend and ally to be heeded and protected. The caster may give him orders, and the charmed individual will carry them out as quickly as possible. If the caster harms—or attempts to harm—the charmed person by some overt action, or if a Dispel Magic spell is cast upon the charmed person, the Charm spell is broken. If two or more Charms simultaneously affect a creature, the most recent Charm takes precedence. Note that the subject has full memory of the events that took place while he was charmed. Also note that you cannot have a charmed creature leave the area where he is charmed.
Charm Person +(Enchantment) -School: Enchantment Range: 18 meters Duration: 100 seconds Casting time: 1 Area of Effect: 1 creature -Saving Throw: TODO +Saving Throw: Special This spell affects any single person it is cast upon. The term person includes any bipedal human, demihuman, or humanoid of man-size or smaller, such as brownies, dryads, dwarves, elves, gnolls, gnomes, goblins, half-elves, halflings, half-orcs, hobgoblins, humans, kobolds, lizard men, nixies, orcs, pixies, sprites, troglodytes, and others. Thus, a 10th-level fighter could be charmed, but an ogre could not. The person is allowed a Saving Throw vs. Spell to negate the effect. @@ -7269,7 +6650,7 @@ STATISTICS: -- Charm the humanoids (save vs. Spells at +3 neg.) (Effectif contre les humanoids. Inefficace contre les half elves and the elves)
Lightning Bolt (Evocation) @@ -7281,35 +6662,20 @@ Saving Throw: 1/2 Upon casting this spell, the wizard releases a powerful stroke of electrical energy that inflicts 1d6 points of damage per level of the caster (maximum damage of 10d6) to each creature within its area of effect. A successful Saving Throw vs. Spell reduces this damage to half (round fractions down). The bolt begins at a range and height decided by the caster and streaks outward in a direct line from the casting wizard (e.g., if a 40-ft. bolt was started at 180 ft. from the wizard, the far end of bolt would reach 220 ft. (180+40)). If the Lightning Bolt intersects with a wall, it will bounce until it reaches its full length.
Lightning Bolt +(Invocation) -School: Invocation Level: 3 -Range: Special +Range: 3 meters par niveau Duration: Instant Casting time: 1 Area of Effect: 1 creature -Saving Throw: TODO +Saving Throw: 1/2 Upon casting this spell, the wizard releases a powerful stroke of electrical energy that inflicts 1d6 points of damage per level of the caster (maximum damage of 10d6) to each creature within its area of effect. A successful Saving Throw vs. Spell reduces this damage to half (round fractions down). The bolt begins at a range and height decided by the caster and streaks outward in a direct line from the casting wizard (e.g., if a 40-ft. bolt was started at 180 ft. from the wizard, the far end of bolt would reach 220 ft. (180+40)). If the Lightning Bolt intersects with a wall, it will bounce until it reaches its full length. STATISTICS: -- Inflicts 5d6 electrical damage to the target (save vs. Spells half) - -From level 6 -- Inflicts 6d6 electrical damage to the target (save vs. Spells half) - -From level 7 -- Inflicts 7d6 electrical damage to the target (save vs. Spells half) - -From level 8 -- Inflicts 8d6 electrical damage to the target (save vs. Spells half) - -From level 9 -- Inflicts 9d6 electrical damage to the target (save vs. Spells half) - -From level 10 -- Inflicts 10d6 electrical damage to the target (save vs. Spells half)
Silence, 15' Radius (Alteration) @@ -7327,7 +6693,7 @@ Duration: 1 turn Casting time: 1 Area of Effect: 4,5 meters' radius -Saving Throw: TODO +Saving Throw: Neg. Upon casting this spell, complete silence prevails in the affected area. All sound is stopped: Conversation is impossible and spells cannot be cast. Each creature in the area must make a Saving Throw vs. Spell with a -5 penalty; if the save is failed, then they are silenced for the duration of the spell. Note that this spell does not continue to affect the area after being cast; only those in the area at the time of the casting are affected by the silence. @@ -7346,14 +6712,14 @@ Saving Throw: Special This spell is only available to Harpers. Harper's Call restores a comrade to life to further service the cause of the Harpers. This spell functions similarly to Raise Dead, with the following exceptions: The Harper must transfer a small portion oflife essence (10 Hit Points) to succesfully raise the deceased person; the person has but 1 Hit Point when raised and must regain the rest by natural healing or curative magic; and the raised person suffers a -5 penalty to all ability scores for one minute, making this spell virtually useless in combat. This spell will never reduce the recipient's ability scores below 1.
Harper's Call +(Necromancy) -School: Necromancy Level: 5 Range: 9 meters Duration: Instant Casting time: 9 -Area of Effect: 3 -Saving Throw: TODO +Area of Effect: 1 creature +Saving Throw: None This spell is only available to Harpers. Harper's Call restores a comrade to life to further service the cause of the Harpers. This spell functions similarly to Raise Dead, with the following exceptions: The Harper must transfer a small portion oflife essence (10 Hit Points) to succesfully raise the deceased person; the person has but 1 Hit Point when raised and must regain the rest by natural healing or curative magic; and the raised person suffers a -5 penalty to all ability scores for one minute, making this spell virtually useless in combat. This spell will never reduce the recipient's ability scores below 1. @@ -7364,16 +6730,16 @@ - Magic Damage Resistance: Set to 0 % - Inflicts 10 magic damage to the target - Immunise the target à la mort par absorption de caractéristique - - Reduces the charisma of the companions by 5 - - Reduces the Wisdom of the companions by 5 - - Reduces the Intelligence of the companions by 5 - - Reduces the Dexterity of the companions by 5 - - Reduces the Strength of the companions by 5 - Dispels and protects from effects of the spell Minor Sequencer on the target - Dispels and protects from effects of the spell Contingency on the target - Dispels and protects from effects of the spell Spell Sequencer on the target - Dispels and protects from effects of the spell Spell Trigger on the target - - Dispels and protects from effects of the spell Chain Contingency on the target (Effectif contre les dead)
Earthquake (Alteration) @@ -7392,14 +6758,14 @@ 3rd: All creatures affected take 2d6 points of damage. A successful Saving Throw vs. Spell halves the damage. This spell will affect both enemies and friends of the caster's, so care must be taken in its use. Finally, earth elementals dislike mere mortals toying with the land and there is a small chance that casting this spell will cause an earth elemental to appear and attack the party.
Earthquake +(Alteration) -School: Alteration Level: 1 Range: 12 meters -Duration: 2 rounds +Duration: Special Casting time: 1 -Area of Effect: 4,5 meters' radius -Saving Throw: TODO +Area of Effect: Enemies within a 4,5 meters radius +Saving Throw: Special When this spell is cast, a local tremor of fairly high strength rips the ground. The shock is over in several rounds. The earthquake affects all creatures in its area of effect. There are 3 tremors that are caused by the earthquake: @@ -7411,11 +6777,11 @@ STATISTICS: -- Renders the target unconscious (save vs. Spells at -6 neg.) +- Renders the target unconscious for 2 rounds (save vs. Spells at -6 neg.) - Inflicts 6d6 crushing damage to the target (save vs. Spells at -6 half) -- Inflicts 3d6 crushing damage to the target (save vs. Spells at -2 half) -- Inflicts 2d6 crushing damage to the target (save vs. Spells half) -- 3 % chance to summon 1 creatures (Greater Earth Elemental)
Bless (Conjuration/Summoning) @@ -7428,14 +6794,14 @@ Saving Throw: None Upon uttering the Bless spell, the caster raises the morale of friendly creatures by +1. Furthermore, it raises their attack and damage rolls by +1. The caster determines at what range (up to 40 ft.) the spell will be cast. At the instant the spell is completed, it affects all creatures in a 15-ft. radius centered on the point selected by the caster (thus, affected creatures leaving the area are still subject to the spell's effects; those entering the area after the casting is completed are not).
Bless +(Conjuration) -School: Conjuration Level: 1 Range: 12 meters Duration: 6 rounds Casting time: 9 -Area of Effect: 4,5 meters' radius -Saving Throw: TODO +Area of Effect: Allies within a 4,5 meters radius +Saving Throw: None Upon uttering the Bless spell, the caster raises the morale of friendly creatures by +1. Furthermore, it raises their attack and damage rolls by +1. The caster determines at what range (up to 40 ft.) the spell will be cast. At the instant the spell is completed, it affects all creatures in a 15-ft. radius centered on the point selected by the caster (thus, affected creatures leaving the area are still subject to the spell's effects; those entering the area after the casting is completed are not). @@ -7454,21 +6820,21 @@ Saving Throw: Special This spell enables the priest to command another creature to "die" (sleep) for a single round. At the end of the round, the creature awakens and is unharmed. Creatures with 6 or more Hit Dice (or experience levels) are entitled to a Saving Throw vs. Spell to ignore the command.
Command +(Enchantment) -School: Enchantment Level: 1 Range: 10,5 meters Duration: 1 round Casting time: 1 Area of Effect: 1 creature -Saving Throw: TODO +Saving Throw: Special This spell enables the priest to command another creature to "die" (sleep) for a single round. At the end of the round, the creature awakens and is unharmed. Creatures with 6 or more Hit Dice (or experience levels) are entitled to a Saving Throw vs. Spell to ignore the command. STATISTICS: -- Renders the target (of level 5 or lower) unconscious (Inefficace contre les half elves and the elves) -- Renders the target (from level 6 to 36) unconscious (save vs. Spells neg.) (Inefficace contre les half elves and the elves)
Cure Light Wounds (Necromancy) @@ -7483,14 +6849,14 @@ By casting this spell and layinghand upon a creature, the priest causes 8 points of wound or other injury damage to the creature's body to be healed. This healing cannot affect creatures without corporeal bodies, nor can it cure wounds of creatures not living or of extraplanar origin. Curing is permanent only insofar as the creature does not sustain further damage; caused wounds will heal—or can be cured—just as any normal injury.
Cure Light Wounds +(Necromancy) -School: Necromancy Level: 1 Range: 3 meters Duration: Instant Casting time: 5 Area of Effect: 1 creature -Saving Throw: TODO +Saving Throw: None By casting this spell and layinghand upon a creature, the priest causes 8 points of wound or other injury damage to the creature's body to be healed. This healing cannot affect creatures without corporeal bodies, nor can it cure wounds of creatures not living or of extraplanar origin. @@ -7512,20 +6878,20 @@ Saving Throw: None This spell discovers emanations of evil from any creature. Any evil creature within the range of the spell will glow red briefly.
Detect Evil +(Divination) -School: Divination Level: 1 Range: Contact Duration: Instant Casting time: 2 -Area of Effect: 9 meters' radius around the caster -Saving Throw: TODO +Area of Effect: Le lanceur et toute créature dans un rayon de 9 meters +Saving Throw: None This spell discovers emanations of evil from any creature. Any evil creature within the range of the spell will glow red briefly. STATISTICS: -- Instantly cast Detect Evil on the target (Inefficace contre les créatures sous l'effet de Non-détection)
Entangle (Alteration) @@ -7538,21 +6904,21 @@ Saving Throw: Neg. By means of this spell, the caster is able to cause plants in the area of effect to entangle creatures within the area. The grasses, weeds, bushes, and even trees wrap, twist, and entwine about the creatures, holding them fast. Once per round, a creature can attempt to save vs. Spell with a +3 bonus to avoid entanglement. An entangled creature can still attack, but receives a -2 penalty to its Armor Class.
Entangle +(Alteration) -School: Alteration Level: 1 Range: 36,5 meters Duration: 9 seconds Casting time: 4 Area of Effect: 4,5 meters' radius -Saving Throw: TODO +Saving Throw: Special By means of this spell, the caster is able to cause plants in the area of effect to entangle creatures within the area. The grasses, weeds, bushes, and even trees wrap, twist, and entwine about the creatures, holding them fast. Once per round, a creature can attempt to save vs. Spell with a +3 bonus to avoid entanglement. An entangled creature can still attack, but receives a -2 penalty to its Armor Class. STATISTICS: -- Armor Class of the target: -2 (save vs. Spells at +3 neg.) (not cumulative) (Inefficace contre les treants) -- Entangles the target (save vs. Spells at +3 neg.) (not cumulative) (Inefficace contre les treants)
Magical Stone (Enchantment) @@ -7565,14 +6931,14 @@ Saving Throw: None By using this spell, the priest can create a small magical pebble, which then flies out and hits a target opponent. The stone deals 1d4 points of damage to whomever it hits. The stones are considered +1 weapons for determining if a creature can be struck (those struck only by magical weapons, for instance), although they do not have an attack or damage bonus.
Magical Stone +(Enchantment) -School: Enchantment Level: 1 Range: 15 meters Duration: Instant Casting time: 4 Area of Effect: 1 creature -Saving Throw: TODO +Saving Throw: None By using this spell, the priest can create a small magical pebble, which then flies out and hits a target opponent. The stone deals 1d4 points of damage to whomever it hits. The stones are considered +1 weapons for determining if a creature can be struck (those struck only by magical weapons, for instance), although they do not have an attack or damage bonus. @@ -7591,14 +6957,14 @@ Saving Throw: None When this spell is cast, it creates a magical barrier around the recipient at a distance of one foot. The barrier moves with the recipient and has two major effects: First, all attacks made by evil or evilly enchanted creatures against the protected creature receive a penalty of -2 to each attack roll. Second, summoned demons cannot target the protected creature.
Protection From Evil +(Abjuration) -School: Abjuration Level: 1 Range: 3 meters -Duration: 3 rounds par niveau +Duration: 3 rounds/level Casting time: 1 Area of Effect: 1 creature -Saving Throw: TODO +Saving Throw: None When this spell is cast, it creates a magical barrier around the recipient at a distance of one foot. The barrier moves with the recipient and has two major effects: First, all attacks made by evil or evilly enchanted creatures against the protected creature receive a penalty of -2 to each attack roll. Second, summoned demons cannot target the protected creature. @@ -7618,20 +6984,19 @@ Saving Throw: None The priest instills courage in the spell's recipients, raising their morale to its highest. The recipients' morale will gradually reset to normal as the duration runs out. If the recipients are affected by magical fear, this is negated.
Remove Fear +(Abjuration) -School: Abjuration Level: 1 Range: 9 meters Duration: 1 hour Casting time: 1 -Area of Effect: 4,5 meters' radius -Saving Throw: TODO +Area of Effect: Allies within a 4,5 meters radius +Saving Throw: None The priest instills courage in the spell's recipients, raising their morale to its highest. The recipients' morale will gradually reset to normal as the duration runs out. If the recipients are affected by magical fear, this is negated. STATISTICS: -- Dispels and protects from effects of the spell Horror on the target - Cure horror on the target - Immune the target to horror and panic
Sanctuary @@ -7646,14 +7011,14 @@ Saving Throw: None When the priest casts a Sanctuary spell, it causes all ofopponents to ignore existence as if were invisible. While protected by this spell, the subject cannot take direct offensive action without breaking the spell, but may use non-attack spells or otherwise act in any way that does not violate the prohibition against offensive action. This allows a warded priest to heal wounds, for example, or to Bless self. The priest may not cast spells on other creatures without ending the spell.
Sanctuary +(Abjuration) -School: Abjuration Level: 1 Range: Contact Duration: 1 turn Casting time: 4 Area of Effect: Caster -Saving Throw: TODO +Saving Throw: None When the priest casts a Sanctuary spell, it causes all ofopponents to ignore existence as if were invisible. While protected by this spell, the subject cannot take direct offensive action without breaking the spell, but may use non-attack spells or otherwise act in any way that does not violate the prohibition against offensive action. This allows a warded priest to heal wounds, for example, or to Bless self. The priest may not cast spells on other creatures without ending the spell. @@ -7672,20 +7037,20 @@ Saving Throw: None This spell enables the caster to create a magical cudgel that has a +1 bonus to its attack roll and inflicts 2d4 points of damage on opponents.
Shillelagh +(Alteration) -School: Alteration Level: 1 Range: Contact Duration: Special Casting time: 2 Area of Effect: Caster -Saving Throw: TODO +Saving Throw: None This spell enables the caster to create a magical cudgel that has a +1 bonus to its attack roll and inflicts 2d4 points of damage on opponents. STATISTICS: -- Create a magical weapon (Shillelagh) for 5 rounds
Armor of Faith (Abjuration) @@ -7698,14 +7063,14 @@ Saving Throw: None The caster of the Armor of Faith receives significant protection against melee and magical attacks. This magical armor is a force of energy that absorbs a portion of the damage intended for the caster. At 1st level, the protection is 5%, and every 5 levels of the caster improves this by another 5%: For example, a 20th-level priest would have 25% ofdamage "absorbed" if protected by this spell.
Armor of Faith +(Abjuration) -School: Abjuration Level: 1 Range: Contact -Duration: 3 rounds + 1 round par niveau +Duration: 3 rounds + 1 round/level Casting time: 1 Area of Effect: Caster -Saving Throw: TODO +Saving Throw: None The caster of the Armor of Faith receives significant protection against melee and magical attacks. This magical armor is a force of energy that absorbs a portion of the damage intended for the caster. At 1st level, the protection is 5%, and every 5 levels of the caster improves this by another 5%: For example, a 20th-level priest would have 25% ofdamage "absorbed" if protected by this spell. @@ -7713,60 +7078,15 @@ - Damage Resistance: +5 % (not cumulative) -From level 2 -- Damage Resistance: +5 % (not cumulative) - -From level 3 -- Damage Resistance: +5 % (not cumulative) - -From level 4 -- Damage Resistance: +5 % (not cumulative) - From level 5 - Damage Resistance: +10 % (not cumulative) -From level 6 -- Damage Resistance: +10 % (not cumulative) - -From level 7 -- Damage Resistance: +10 % (not cumulative) - -From level 8 -- Damage Resistance: +10 % (not cumulative) - -From level 9 -- Damage Resistance: +10 % (not cumulative) - From level 10 - Damage Resistance: +15 % (not cumulative) -From level 11 -- Damage Resistance: +15 % (not cumulative) - -From level 12 -- Damage Resistance: +15 % (not cumulative) - -From level 13 -- Damage Resistance: +15 % (not cumulative) - -From level 14 -- Damage Resistance: +15 % (not cumulative) - From level 15 - Damage Resistance: +20 % (not cumulative) -From level 16 -- Damage Resistance: +20 % (not cumulative) - -From level 17 -- Damage Resistance: +20 % (not cumulative) - -From level 18 -- Damage Resistance: +20 % (not cumulative) - -From level 19 -- Damage Resistance: +20 % (not cumulative) - From level 20 - Damage Resistance: +25 % (not cumulative)
Doom @@ -7781,14 +7101,14 @@ Saving Throw: None This spell causes a feeling of doom to overwhelm the target. For the duration of the spell, the target receives a -2 penalty to allrolls, including THAC0 and Saving Throws. There is no Saving Throw for this spell.
Doom +(Alteration) -School: Alteration Level: 1 Range: 7,5 meters Duration: 1 turn Casting time: 9 Area of Effect: 1 creature -Saving Throw: TODO +Saving Throw: None This spell causes a feeling of doom to overwhelm the target. For the duration of the spell, the target receives a -2 penalty to allrolls, including THAC0 and Saving Throws. There is no Saving Throw for this spell. @@ -7808,21 +7128,21 @@ Saving Throw: None This spell outlines one or more creatures with a pale violet glow, making positions and movements easily visible. Outlined creatures are easier to strike, giving them an Armor Class penalty of -2.
Faerie Fire +(Alteration) -School: Alteration Level: 1 Range: 9 meters -Duration: Special +Duration: 4 rounds/level Casting time: 4 -Area of Effect: 1 creature -Saving Throw: TODO +Area of Effect: 1 créature et toute créature dans un rayon de 2,5 meters +Saving Throw: None This spell outlines one or more creatures with a pale violet glow, making positions and movements easily visible. Outlined creatures are easier to strike, giving them an Armor Class penalty of -2. STATISTICS: -- Armor Class of the target: -2 for 4 rounds (Inefficace contre les undead and the demons) -- Immune the target to Faerie Fire spell for 4 rounds (Inefficace contre les undead and the demons)
Spirit Ward (Abjuration) @@ -7835,28 +7155,28 @@ Saving Throw: None This spell surrounds the recipient with a magical barrier at a distance of one foot. Spirits, fey creatures, elementals, and spectral undead receive a penalty of -2 to hit when attacking the protected creature. In addition, the recipient gains a +3 bonus to Saving Throws against all spells that belong to the Enchantment school. This spell cannot be cast on spirits, fey creatures, elementals, or spectral undead.
Spirit Ward +(Abjuration) -School: Abjuration Level: 1 Range: 3 meters -Duration: 3 rounds par niveau +Duration: 3 rounds/level Casting time: 1 Area of Effect: 1 creature -Saving Throw: TODO +Saving Throw: None This spell surrounds the recipient with a magical barrier at a distance of one foot. Spirits, fey creatures, elementals, and spectral undead receive a penalty of -2 to hit when attacking the protected creature. In addition, the recipient gains a +3 bonus to Saving Throws against all spells that belong to the Enchantment school. This spell cannot be cast on spirits, fey creatures, elementals, or spectral undead. STATISTICS: -- Increases saving throws vs. Enchantment spells of the target by 3 (not cumulative) (Inefficace contre les spectral undead, the elementals, the wraith, the spectres, the spectral trolls, the shadows, the fairies and the spirits) -- Saving Throws of the target: +2 vs. fairies (not cumulative) (Inefficace contre les spectral undead, the elementals, the wraith, the spectres, the spectral trolls, the shadows, the fairies and the spirits) -- Saving Throws of the target: +2 vs. shadows (not cumulative) (Inefficace contre les spectral undead, the elementals, the wraith, the spectres, the spectral trolls, the shadows, the fairies and the spirits) -- Saving Throws of the target: +2 vs. spectres (not cumulative) (Inefficace contre les spectral undead, the elementals, the wraith, the spectres, the spectral trolls, the shadows, the fairies and the spirits) -- Saving Throws of the target: +2 vs. spectral trolls (not cumulative) (Inefficace contre les spectral undead, the elementals, the wraith, the spectres, the spectral trolls, the shadows, the fairies and the spirits) -- Saving Throws of the target: +2 vs. wraith (not cumulative) (Inefficace contre les spectral undead, the elementals, the wraith, the spectres, the spectral trolls, the shadows, the fairies and the spirits) -- Saving Throws of the target: +2 vs. spectral undead (not cumulative) (Inefficace contre les spectral undead, the elementals, the wraith, the spectres, the spectral trolls, the shadows, the fairies and the spirits) -- Saving Throws of the target: +2 vs. spirits (not cumulative) (Inefficace contre les spectral undead, the elementals, the wraith, the spectres, the spectral trolls, the shadows, the fairies and the spirits) -- Saving Throws of the target: +2 vs. elementals (not cumulative) (Inefficace contre les spectral undead, the elementals, the wraith, the spectres, the spectral trolls, the shadows, the fairies and the spirits)
Aid (Necromancy, Conjuration) @@ -7871,14 +7191,14 @@ The recipient of this spell gains the benefits of a Bless spell (+1 to attack rolls and Saving Throws) and a special bonus of 1d8 additional Hit Points for the duration of the spell. The Aid spell enables the recipient to actually have more Hit Points thancurrent maximum. The bonus Hit Points are lost first when the recipient takes damage and may not be regained by curative magic. Example: A 1st-level Fighter has 8 Hit Points, suffers 2 points of damage (8 - 2 = 6), then receives an Aid spell that grants 5 additional Hit Points. The Fighter now has 11 Hit Points, 3 of which are temporary. If is then hit for 7 points of damage, 4 normal Hit Points and all 3 temporary Hit Points are lost. The Fighter then receives a Cure Light Wounds spell that heals 4 points of damage, restoring to original 8 Hit Points.
Aid +(Necromancy) -School: Necromancy Level: 2 Range: 3 meters -Duration: 1 round + 1 round par niveau +Duration: 1 round + 1 round/level Casting time: 5 Area of Effect: 1 creature -Saving Throw: TODO +Saving Throw: None The recipient of this spell gains the benefits of a Bless spell (+1 to attack rolls and Saving Throws) and a special bonus of 1d8 additional Hit Points for the duration of the spell. The Aid spell enables the recipient to actually have more Hit Points thancurrent maximum. The bonus Hit Points are lost first when the recipient takes damage and may not be regained by curative magic. @@ -7899,73 +7219,37 @@ Saving Throw: None When a priest casts the Barkskin spell upon a creature, its skin becomes as tough as bark, increasing its base Armor Class to 6, plus 1 for every 4 levels of the priest: Armor Class 5 at 4th level, Armor Class 4 at 8th, and so on. In addition, Saving Throws vs. all attack forms except magic gain a +1 bonus. This spell can be placed on the caster or on any other creature touches.
Barkskin +(Alteration) -School: Alteration Level: 2 Range: 3 meters -Duration: 4 rounds + 1 round par niveau +Duration: 4 rounds + 1 round/level Casting time: 5 Area of Effect: 1 creature -Saving Throw: TODO +Saving Throw: None When a priest casts the Barkskin spell upon a creature, its skin becomes as tough as bark, increasing its base Armor Class to 6, plus 1 for every 4 levels of the priest: Armor Class 5 at 4th level, Armor Class 4 at 8th, and so on. In addition, Saving Throws vs. all attack forms except magic gain a +1 bonus. This spell can be placed on the caster or on any other creaturetouches. STATISTICS: +- Armor Class of the target: Set to 6 - Increases saving throws vs. Death of the target by 1 - Increases saving throws vs. Wands of the target by 1 - Increases saving throws vs. Petrification/Polymorph of the target by 1 - Increases saving throws vs. Breath of the target by 1 -- Armor Class of the target: Set to 6 From level 4 - Armor Class of the target: Set to 5 -From level 5 -- Armor Class of the target: Set to 5 - -From level 6 -- Armor Class of the target: Set to 5 - -From level 7 -- Armor Class of the target: Set to 5 - From level 8 - Armor Class of the target: Set to 4 -From level 9 -- Armor Class of the target: Set to 4 - -From level 10 -- Armor Class of the target: Set to 4 - -From level 11 -- Armor Class of the target: Set to 4 - From level 12 - Armor Class of the target: Set to 3 -From level 13 -- Armor Class of the target: Set to 3 - -From level 14 -- Armor Class of the target: Set to 3 - -From level 15 -- Armor Class of the target: Set to 3 - From level 16 - Armor Class of the target: Set to 2 -From level 17 -- Armor Class of the target: Set to 2 - -From level 18 -- Armor Class of the target: Set to 2 - -From level 19 -- Armor Class of the target: Set to 2 - From level 20 - Armor Class of the target: Set to 1
Chant @@ -7982,14 +7266,14 @@ By means of the Chant spell, the priest brings special favor uponself and party and causes harm to enemies. When the Chant spell is completed, all the priest's allies within the area of effect gain a +1 bonus to attack rolls, minimum damage/healing rolls, and Saving Throws. Furthermore, damage dice for all effects outside a weapon's base damage is reduced by 1. For example, a 6d6 fireball will do 6d5 damage, and an arrow of fire that deals 1d6+2 piercing plus 1d6 fire damage will deal 1d6+2 piercing plus 1d5 fire damage instead. The priest's enemies suffer the opposite effects. Multiple chants are not cumulative.
Chant +(Conjuration) -School: Conjuration Level: 2 Range: Contact Duration: Instant Casting time: 9 Area of Effect: Caster -Saving Throw: TODO +Saving Throw: None By means of the Chant spell, the priest brings special favor uponself and party and causes harm to enemies. When the Chant spell is completed, all the priest's allies within the area of effect gain a +1 bonus to attack rolls, minimum damage/healing rolls, and Saving Throws. Furthermore, damage dice for all effects outside a weapon's base damage is reduced by 1. For example, a 6d6 fireball will do 6d5 damage, and an arrow of fire that deals 1d6+2 piercing plus 1d6 fire damage will deal 1d6+2 piercing plus 1d5 fire damage instead. The priest's enemies suffer the opposite effects. @@ -8014,14 +7298,14 @@ If the spell's recipient fails Saving Throw (with a +3 modifier), regards the caster as a trusted friend and ally to be heeded and protected. The caster may give orders, and the charmed individual will carry them out as quickly as possible. If the caster harms—or attempts to harm—the charmed person by some overt action, or if a Dispel Magic spell is cast upon the charmed person, the Charm spell is broken. If two or more Charms simultaneously affect a creature, the most recent Charm takes precedence. Note that the subject has full memory of the events that took place while was charmed. Also note that you cannot have a charmed creature leave the area where is charmed.
Charm Person or Mammal +(Enchantment) -School: Enchantment Level: 2 Range: 7,5 meters Duration: 1 turn Casting time: 5 Area of Effect: 1 creature -Saving Throw: TODO +Saving Throw: Special This spell affects any single person it is cast upon. The term person includes any bipedal human, demihuman, or humanoid of man-size or smaller, such as brownies, dryads, dwarves, elves, gnolls, gnomes, goblins, half-elves, halflings, half-orcs, hobgoblins, humans, kobolds, lizard men, nixies, orcs, pixies, sprites, troglodytes, and others. Thus, a 10th-level fighter could be charmed, but an ogre could not. The person is allowed a Saving Throw vs. Spell to negate the effect. @@ -8031,8 +7315,8 @@ STATISTICS: -- Charm the humanoids (save vs. Spells at +3 neg.) (Effectif contre les humanoids and the elementals. Inefficace contre les half elves and the elves) -- Charm the animals (save vs. Spells at +3 neg.) (Effectif contre les humanoids and the elementals. Inefficace contre les half elves and the elves)
Find Traps (Divination) @@ -8045,21 +7329,21 @@ Saving Throw: None When a priest casts a Find Traps spell, all traps—concealed normally or magically—of magical or mechanical nature become apparent to. Once each round, all of the traps within a 15-ft. radius of the caster will be revealed. A trap is any device or magical ward that meets three criteria: It can inflict a sudden or unexpected result; the caster would view the result as undesirable or harmful; and the creator specifically intended the harmful or undesirable result as such. Thus, traps include glyphs and similar spells or devices.
Find Traps +(Divination) -School: Divination Level: 2 Range: Contact -Duration: 1 round +Duration: 3 turns Casting time: 5 -Area of Effect: 4,5 meters' radius around the caster -Saving Throw: TODO +Area of Effect: 4,5 meters' radius around %theTarget% +Saving Throw: None When a priest casts a Find Traps spell, all traps—concealed normally or magically—of magical or mechanical nature become apparent to. Once each round, all of the traps within a 15-ft. radius of the caster will be revealed. A trap is any device or magical ward that meets three criteria: It can inflict a sudden or unexpected result; the caster would view the result as undesirable or harmful; and the creator specifically intended the harmful or undesirable result as such. Thus, traps include glyphs and similar spells or devices. STATISTICS: - the target détecte les pièges -- Instantly cast Find Traps on the caster
Find Traps (Divination) @@ -8072,14 +7356,14 @@ Saving Throw: None When a priest casts a Find Traps spell, all traps—concealed normally or magically—of magical or mechanical nature become apparent to. Once each round, all of the traps within a 15-ft. radius of the caster will be revealed. A trap is any device or magical ward that meets three criteria: It can inflict a sudden or unexpected result; the caster would view the result as undesirable or harmful; and the creator specifically intended the harmful or undesirable result as such. Thus, traps include glyphs and similar spells or devices.
Find Traps +(Divination) -School: Divination Level: 2 Range: Contact -Duration: 20 seconds +Duration: Instant Casting time: 0 -Area of Effect: 4,5 meters' radius around the caster -Saving Throw: TODO +Area of Effect: 4,5 meters' radius around %theTarget% +Saving Throw: None When a priest casts a Find Traps spell, all traps—concealed normally or magically—of magical or mechanical nature become apparent to. Once each round, all of the traps within a 15-ft. radius of the caster will be revealed. A trap is any device or magical ward that meets three criteria: It can inflict a sudden or unexpected result; the caster would view the result as undesirable or harmful; and the creator specifically intended the harmful or undesirable result as such. Thus, traps include glyphs and similar spells or devices. @@ -8098,20 +7382,20 @@ Saving Throw: None With this spell, the caster causes a blazing ray of red-hot fire to spring forth from hand. This blade-like ray is wielded as if it were a sword that the caster already knows how to use, hence there are no bonuses or penalties. If the caster successfully hits with the flame blade in melee combat, the creature struck suffers 1d4 points of slashing damage, plus an additional 1d2+4 points of fire damage. However, it is not a magical weapon in the normal sense of the term, so creatures struck only by magical weapons are not harmed by it.
Flame Blade +(Invocation) -School: Invocation Level: 2 Range: Contact -Duration: 4 rounds + 1 round par tranche de 2 niveaux +Duration: 4 rounds + 1 round/2 levels Casting time: 4 Area of Effect: Caster -Saving Throw: TODO +Saving Throw: None With this spell, the caster causes a blazing ray of red-hot fire to spring forth fromhand. This blade-like ray is wielded as if it were a sword that the caster already knows how to use, hence there are no bonuses or penalties. If the caster successfully hits with the flame blade in melee combat, the creature struck suffers 1d4 points of slashing damage, plus an additional 1d2+4 points of fire damage. However, it is not a magical weapon in the normal sense of the term, so creatures struck only by magical weapons are not harmed by it. STATISTICS: -- Create a magical weapon (Flame Blade)
Goodberry (Alteration, Evocation) @@ -8124,20 +7408,20 @@ Saving Throw: None Casting a Goodberry spell creates 5 magical berries that the caster can carry with. Each berry restores 1 Hit Point when eaten.
Goodberry +(Invocation) -School: Invocation Level: 2 Range: Contact Duration: 1 second Casting time: 9 Area of Effect: Caster -Saving Throw: TODO +Saving Throw: None Casting a Goodberry spell creates 5 magical berries that the caster can carry with. Each berry restores 1 Hit Point when eaten. STATISTICS: -- Creates 5 "Good Berry" in the caster's inventory
Hold Person (Enchantment/Charm) @@ -8152,14 +7436,14 @@ This spell holds one or more humans, demihumans, or humanoid creatures rigidly immobile and in place for one turn. This includes: brownies, dryads, dwarves, elves, gnolls, gnomes, goblins, half-elves, halflings, half-orcs, hobgoblins, humans, kobolds, lizard men, nixies, orcs, pixies, sprites, troglodytes, and others. Thus, a 10th-level Fighter could be held, while an ogre could not. The effect is centered on the victim selected by the caster. Every enemy within 4 ft. of the target is also affected. Those who succeed on their Saving Throws are totally unaffected by the spell. Undead creatures cannot be held. Held creatures cannot move or speak, but they remain aware of events around them even though they are helpless to change them. Time passes at a normal rate for the targets and hence being held does not stop any worsening of their condition due to wounds, disease, or poison.
Hold Person +(Enchantment) -School: Enchantment Level: 2 Range: 10,5 meters Duration: 1 turn Casting time: 5 -Area of Effect: 1 creature -Saving Throw: TODO +Area of Effect: 1 créature et tout ennemi dans un rayon de 9 meters +Saving Throw: Neg. This spell holds one or more humans, demihumans, or humanoid creatures rigidly immobile and in place for one turn. This includes: brownies, dryads, dwarves, elves, gnolls, gnomes, goblins, half-elves, halflings, half-orcs, hobgoblins, humans, kobolds, lizard men, nixies, orcs, pixies, sprites, troglodytes, and others. Thus, a 10th-level Fighter could be held, while an ogre could not. The effect is centered on the victim selected by the caster. Every enemy within 4 ft. of the target is also affected. Those who succeed on their Saving Throws are totally unaffected by the spell. Undead creatures cannot be held. @@ -8180,14 +7464,14 @@ Saving Throw: Neg. A Know Alignment spell enables the priest to exactly read the aura of a creature. If the creature rolls a successful Saving Throw vs. Spell, the caster learns nothing about that particular creature from the casting. When a character is hit by this spell, it will glow red if evil, green if good, and white if neutral. Certain magical devices negate the power of the Know Alignment spell.
Know Alignment +(Divination) -School: Divination Level: 2 Range: 6 meters Duration: Instant Casting time: 9 Area of Effect: 1 creature -Saving Throw: TODO +Saving Throw: Neg. A Know Alignment spell enables the priest to exactly read the aura of a creature. If the creature rolls a successful Saving Throw vs. Spell, the caster learns nothing about that particular creature from the casting. When a character is hit by this spell, it will glow red if evil, green if good, and white if neutral. Certain magical devices negate the power of the Know Alignment spell. @@ -8208,14 +7492,14 @@ Saving Throw: None When this spell is placed upon a creature, the creature's body is toughened to withstand heat and cold. Complete immunity to mild conditions (standing naked in the snow or reaching into an ordinary fire to pluck out a note) is gained. The recipient can somewhat resist intense heat or cold (whether natural or magical in origin), such as red-hot charcoal, a large amount of burning oil, flametongue swords, fire storms, fireballs, meteor swarms, red dragon's breath, frostbrand swords, ice storms, wands of frost, or white dragon's breath. In all of these cases, the temperature affects the creature to some extent. The recipient has all damage sustained by fire or cold reduced by 50%.
Resist Fire and Cold +(Alteration) -School: Alteration Level: 2 Range: 3 meters Duration: Special Casting time: 5 Area of Effect: 1 creature -Saving Throw: TODO +Saving Throw: None When this spell is placed upon a creature, the creature's body is toughened to withstand heat and cold. Complete immunity to mild conditions (standing naked in the snow or reaching into an ordinary fire to pluck out a note) is gained. The recipient can somewhat resist intense heat or cold (whether natural or magical in origin), such as red-hot charcoal, a large amount of burning oil, flametongue swords, fire storms, fireballs, meteor swarms, red dragon's breath, frostbrand swords, ice storms, wands of frost, or white dragon's breath. In all of these cases, the temperature affects the creature to some extent. The recipient has all damage sustained by fire or cold reduced by 50%. @@ -8237,14 +7521,14 @@ Saving Throw: Neg. Upon casting this spell, complete silence prevails in the affected area. All sound is stopped: Conversation is impossible and spells cannot be cast. Each creature in the area must make a Saving Throw vs. Spell with a -5 penalty; if the save is failed, then they are silenced for the duration of the spell. Note that this spell does not continue to affect the area after being cast; only those in the area at the time of the casting are affected by the silence.
Silence, 15' Radius +(Alteration) -School: Alteration Level: 2 Range: 24,5 meters -Duration: 2 rounds par niveau +Duration: 2 rounds/level Casting time: 5 Area of Effect: 4,5 meters' radius -Saving Throw: TODO +Saving Throw: Neg. Upon casting this spell, complete silence prevails in the affected area. All sound is stopped: Conversation is impossible and spells cannot be cast. Each creature in the area must make a Saving Throw vs. Spell with a -5 penalty; if the save is failed, then they are silenced for the duration of the spell. Note that this spell does not continue to affect the area after being cast; only those in the area at the time of the casting are affected by the silence. @@ -8263,14 +7547,14 @@ Saving Throw: None When this spell is placed upon a poisoned individual, it greatly slows the effects of venom, actually neutralizing all but the most deadly poisons.
Slow Poison +(Necromancy) -School: Necromancy Level: 2 Range: 3 meters Duration: Instant Casting time: 1 Area of Effect: 1 creature -Saving Throw: TODO +Saving Throw: None When this spell is placed upon a poisoned individual, it greatly slows the effects of venom, actually neutralizing all but the most deadly poisons. @@ -8290,71 +7574,26 @@ Saving Throw: None By calling upondeity, the caster of a Spiritual Hammer spell brings into existence a magical hammer, which can use for the duration of the spell. It strikes as a magical weapon with a bonus of +1 for every 6 experience levels (or fraction) of the caster, up to a total of +3 to the attack roll and +3 to the damage roll for a 13th-level caster. The base damage inflicted when it scores a hit is exactly the same as a normal war hammer (1d4+1 vs. opponents of man-size or smaller and 1d4 upon larger opponents, plus the magical bonus).
Spiritual Hammer +(Invocation) -School: Invocation Level: 2 Range: Contact -Duration: 3 rounds + 1 round par niveau +Duration: 3 rounds + 1 round/level Casting time: 5 Area of Effect: Caster -Saving Throw: TODO +Saving Throw: None By calling upondeity, the caster of a Spiritual Hammer spell brings into existence a magical hammer, which can use for the duration of the spell. It strikes as a magical weapon with a bonus of +1 for every 6 experience levels (or fraction) of the caster, up to a total of +3 to the attack roll and +3 to the damage roll for a 13th-level caster. The base damage inflicted when it scores a hit is exactly the same as a normal war hammer (1d4+1 vs. opponents of man-size or smaller and 1d4 upon larger opponents, plus the magical bonus). STATISTICS: -- Create a magical weapon (Spiritual Hammer) - -From level 4 -- Create a magical weapon (Spiritual Hammer) - -From level 5 -- Create a magical weapon (Spiritual Hammer) - -From level 6 -- Create a magical weapon (Spiritual Hammer) +- Create 1 magical weapon (Spiritual Hammer) From level 7 -- Create a magical weapon (Spiritual Hammer) - -From level 8 -- Create a magical weapon (Spiritual Hammer) - -From level 9 -- Create a magical weapon (Spiritual Hammer) - -From level 10 -- Create a magical weapon (Spiritual Hammer) - -From level 11 -- Create a magical weapon (Spiritual Hammer) - -From level 12 -- Create a magical weapon (Spiritual Hammer) +- Create 1 magical weapon (Spiritual Hammer) From level 13 -- Create a magical weapon (Spiritual Hammer) - -From level 14 -- Create a magical weapon (Spiritual Hammer) - -From level 15 -- Create a magical weapon (Spiritual Hammer) - -From level 16 -- Create a magical weapon (Spiritual Hammer) - -From level 17 -- Create a magical weapon (Spiritual Hammer) - -From level 18 -- Create a magical weapon (Spiritual Hammer) - -From level 19 -- Create a magical weapon (Spiritual Hammer) - -From level 20 -- Create a magical weapon (Spiritual Hammer)
Draw Upon Holy Might (Invocation) @@ -8367,35 +7606,20 @@ Saving Throw: None The priest calls upongod to grant power for a short period. When does this, Strength, Constitution, and Dexterity are all raised by 1 point for every 3 levels of the caster. A 3rd-level caster would have abilities raised by 1, while a 12th-level caster would have abilities raised by 4.
Draw Upon Holy Might +(Invocation) -School: Invocation Level: 2 Range: Contact Duration: 1 turn Casting time: 2 Area of Effect: Caster -Saving Throw: TODO +Saving Throw: None The priest calls upongod to grant power for a short period. When does this, Strength, Constitution, and Dexterity are all raised by 1 point for every 3 levels of the caster. A 3rd-level caster would have abilities raised by 1, while a 12th-level caster would have abilities raised by 4. STATISTICS: -- Strength, Dexterity and Constitution: +1 (not cumulative) - -From level 6 -- Strength, Dexterity and Constitution: +2 (not cumulative) - -From level 9 -- Strength, Dexterity and Constitution: +3 (not cumulative) - -From level 12 -- Strength, Dexterity and Constitution: +4 (not cumulative) - -From level 15 -- Strength, Dexterity and Constitution: +5 (not cumulative) - -From level 18 -- Strength, Dexterity and Constitution: +6 (not cumulative)
Writhing Fog (Conjuration) @@ -8408,22 +7632,22 @@ Saving Throw: Special This spell conjures a cloud of writhing fog that chills and hinders anyone within its area other than the caster. Creatures in the fog take 1d3 points of cold damage per round. In addition, there is a 20% chance that they must save vs. Death or be slowed for 1 round. Creatures immune to cold damage do not suffer any adverse effects from this spell.
Writhing Fog +(Conjuration) -School: Conjuration Level: 2 Range: 9 meters -Duration: 1 round +Duration: Special Casting time: 2 Area of Effect: 4,5 meters' radius -Saving Throw: TODO +Saving Throw: Special This spell conjures a cloud of writhing fog that chills and hinders anyone within its area other than the caster. Creatures in the fog take 1d3 points of cold damage per round. In addition, there is a 20% chance that they must save vs. Death or be slowed for 1 round. Creatures immune to cold damage do not suffer any adverse effects from this spell. STATISTICS: -- Inflicts 1d3 cold damage to the target (Inefficace contre les créatures immunisées au froid) -- Immune the target to Writhing Fog spell (Inefficace contre les créatures immunisées au froid) -- 21 % chance of slowing the target (save vs. Death neg.) (Inefficace contre les créatures immunisées au froid)
Animate Dead (Necromancy) @@ -8441,14 +7665,14 @@ 11th – 14th: a 7 HD skeleton warrior wielding a bastard sword +1. 15th and up: a 9 HD skeleton warrior wielding a two-handed sword +1. The skeleton warrior can follow the caster, remain in an area and attack any creature entering the place, etc. It remains animated until it is destroyed in combat, 8 hours pass, or it is turned. This spell cannot be dispelled.
Animate Dead +(Necromancy) -School: Necromancy Level: 3 Range: 9 meters Duration: 8 hours Casting time: 9 -Area of Effect: Point dans le champ visuel du lanceur -Saving Throw: TODO +Area of Effect: Point in the visual range of the caster +Saving Throw: None This spell causes a skeleton warrior to rise and serve the caster under any conditions. The type of skeleton warrior that appears depends upon the level of the priest casting the spell. 1st – 6th: a 3 HD skeleton warrior wielding a long sword. @@ -8481,59 +7705,20 @@ Saving Throw: 1/2 Call Lightning must be cast outside; otherwise, it will not work, and the spell is wasted. The caster is able to call down one bolt of lightning per round. The spell has a duration of 1 round every 4 levels of the caster. Each bolt causes 2d8 points of electrical damage, plus an additional 1d8 points per level of the caster. Thus, an 8th-level caster will call down two bolts, each dealing 10d8 (2d8 + 8d8) points of damage. The bolt of lightning flashes down in a vertical stroke at any of the priest's enemies. The first enemy struck by the lightning will be the enemy targeted. After that, any enemy (but no allies) may be struck by the ensuing lightning storm.
Call Lightning +(Alteration) -School: Alteration Level: 3 Range: 24,5 meters Duration: Instant Casting time: 9 Area of Effect: 1 creature -Saving Throw: TODO +Saving Throw: 1/2 Call Lightning must be cast outside; otherwise, it will not work, and the spell is wasted. The caster is able to call down one bolt of lightning per round. The spell has a duration of 1 round every 4 levels of the caster. Each bolt causes 2d8 points of electrical damage, plus an additional 1d8 points per level of the caster. Thus, an 8th-level caster will call down two bolts, each dealing 10d8 (2d8 + 8d8) points of damage. The bolt of lightning flashes down in a vertical stroke at any of the priest's enemies. The first enemy struck by the lightning will be the enemy targeted. After that, any enemy (but no allies) may be struck by the ensuing lightning storm. STATISTICS: -- Inflicts 7d8 electrical damage to the target (save vs. Spells half) - -From level 6 -- Inflicts 8d8 electrical damage to the target (save vs. Spells half) - -From level 7 -- Inflicts 9d8 electrical damage to the target (save vs. Spells half) - -From level 8 -- Inflicts 10d8 electrical damage to the target (save vs. Spells half) - -From level 9 -- Inflicts 11d8 electrical damage to the target (save vs. Spells half) - -From level 10 -- Inflicts 12d8 electrical damage to the target (save vs. Spells half) - -From level 11 -- Inflicts 13d8 electrical damage to the target (save vs. Spells half) - -From level 12 -- Inflicts 14d8 electrical damage to the target (save vs. Spells half) - -From level 13 -- Inflicts 15d8 electrical damage to the target (save vs. Spells half) - -From level 14 -- Inflicts 16d8 electrical damage to the target (save vs. Spells half) - -From level 15 -- Inflicts 17d8 electrical damage to the target (save vs. Spells half) - -From level 16 -- Inflicts 18d8 electrical damage to the target (save vs. Spells half) - -From level 17 -- Inflicts 19d8 electrical damage to the target (save vs. Spells half) - -From level 18 -- Inflicts 20d8 electrical damage to the target (save vs. Spells half)
Dispel Magic (Abjuration) @@ -8548,14 +7733,14 @@ A Dispel Magic spell removes magical effects upon anyone within the area. This includes effects given from spells, potions and certain magical items such as wands. It does not, however, affect enchanted magical items or spell protections such as Spell Turning and Spell Deflection. The chance of the dispel succeeding is determined by the level of the caster and the level of the magic being dispelled. The base chance of successfully dispelling is 50%. For every level that the caster of the Dispel Magic is above the original caster,chance of success increases by 5%. For every level that the caster of Dispel Magic is below the original caster, chance of success decreases by 10%. However, despite the difference in levels, there is always at least a 5% chance of success or failure. Thus, if a caster is 10 levels higher than the magic is trying to dispel, there is only a 5% chance of failure. Similarly if the caster is 4 levels lower than the magic is trying to dispel, there is only a 10% chance of success. Intuitively, this spell is almost useless if the target is 5 or more levels higher than the caster. Note: While this spell dispels the individual effects of Grease, Web, Stinking Cloud, and other such spells, it does not dispel the area of effect.
Dispel Magic +(Abjuration) -School: Abjuration Level: 3 Range: 12 meters Duration: Instant Casting time: 6 Area of Effect: 4,5 meters' radius -Saving Throw: TODO +Saving Throw: None A Dispel Magic spell removes magical effects upon anyone within the area. This includes effects given from spells, potions and certain magical items such as wands. It does not, however, affect enchanted magical items or spell protections such as Spell Turning and Spell Deflection. The chance of the dispel succeeding is determined by the level of the caster and the level of the magic being dispelled. The base chance of successfully dispelling is 50%. For every level that the caster of the Dispel Magic is above the original caster,chance of success increases by 5%. For every level that the caster of Dispel Magic is below the original caster, chance of success decreases by 10%. However, despite the difference in levels, there is always at least a 5% chance of success or failure. Thus, if a caster is 10 levels higher than the magic is trying to dispel, there is only a 5% chance of failure. Similarly if the caster is 4 levels lower than the magic is trying to dispel, there is only a 10% chance of success. Intuitively, this spell is almost useless if the target is 5 or more levels higher than the caster. @@ -8563,8 +7748,8 @@ STATISTICS: -- Instantly slays the illusionaries (save vs. Death at -4 neg.) -- Removes all magical effects from the target
Glyph of Warding (Abjuration, Evocation) @@ -8577,59 +7762,20 @@ Saving Throw: Neg. A Glyph of Warding is a powerful inscription magically drawn to prevent unauthorized or hostile creatures from passing, entering, or opening. It can be used to guard a small bridge, to ward an entry, or as a trap on a chest or box. Any creature violating the warded area is subject to the magic it stores, although a successful Saving Throw vs. Spell enables the creature to escape the effects of the glyph. When the spell is cast, the priest weaves a tracery of faintly glowing lines around the warding sigil. When the glyph is activated, it deals 1d4 points of electrical damage per level of the caster.
Glyph of Warding +(Abjuration) -School: Abjuration Level: 3 Range: 18 meters Duration: Instant Casting time: 9 Area of Effect: 3,5 meters' radius -Saving Throw: TODO +Saving Throw: Neg. A Glyph of Warding is a powerful inscription magically drawn to prevent unauthorized or hostile creatures from passing, entering, or opening. It can be used to guard a small bridge, to ward an entry, or as a trap on a chest or box. Any creature violating the warded area is subject to the magic it stores, although a successful Saving Throw vs. Spell enables the creature to escape the effects of the glyph. When the spell is cast, the priest weaves a tracery of faintly glowing lines around the warding sigil. When the glyph is activated, it deals 1d4 points of electrical damage per level of the caster. STATISTICS: -- Inflicts 5d4 electrical damage to the target (save vs. Spells neg.) - -From level 6 -- Inflicts 6d4 electrical damage to the target (save vs. Spells neg.) - -From level 7 -- Inflicts 7d4 electrical damage to the target (save vs. Spells neg.) - -From level 8 -- Inflicts 8d4 electrical damage to the target (save vs. Spells neg.) - -From level 9 -- Inflicts 9d4 electrical damage to the target (save vs. Spells neg.) - -From level 10 -- Inflicts 10d4 electrical damage to the target (save vs. Spells neg.) - -From level 11 -- Inflicts 11d4 electrical damage to the target (save vs. Spells neg.) - -From level 12 -- Inflicts 12d4 electrical damage to the target (save vs. Spells neg.) - -From level 13 -- Inflicts 13d4 electrical damage to the target (save vs. Spells neg.) - -From level 14 -- Inflicts 14d4 electrical damage to the target (save vs. Spells neg.) - -From level 15 -- Inflicts 15d4 electrical damage to the target (save vs. Spells neg.) - -From level 16 -- Inflicts 16d4 electrical damage to the target (save vs. Spells neg.) - -From level 17 -- Inflicts 17d4 electrical damage to the target (save vs. Spells neg.) - -From level 18 -- Inflicts 18d4 electrical damage to the target (save vs. Spells neg.)
Hold Animal (Enchantment/Charm) @@ -8642,14 +7788,14 @@ Saving Throw: Neg. This spell holds animals rigidly immobile and in place. Only normal- and giant-sized animals are affected by this spell; monsters such as wyverns, ankhegs, and carrion crawlers do not count as animals. The effect is centered on the victim selected by the caster; every enemy within 4 ft. of the target is also affected. Those who succeed on their Saving Throws are totally unaffected by the spell. Held creatures cannot move or speak, but they remain aware of events around them and can use abilities not requiring motion or speech. Being held does not prevent the worsening of the subjects' condition due to wounds, disease, or poison.
Hold Animal +(Enchantment) -School: Enchantment Level: 3 Range: 10,5 meters -Duration: 2 rounds par niveau +Duration: 2 rounds/level Casting time: 5 -Area of Effect: 1 creature -Saving Throw: TODO +Area of Effect: 1 créature et tout ennemi dans un rayon de 9 meters +Saving Throw: Neg. This spell holds animals rigidly immobile and in place. Only normal- and giant-sized animals are affected by this spell; monsters such as wyverns, ankhegs, and carrion crawlers do not count as animals. The effect is centered on the victim selected by the caster; every enemy within 4 ft. of the target is also affected. Those who succeed on their Saving Throws are totally unaffected by the spell. Held creatures cannot move or speak, but they remain aware of events around them and can use abilities not requiring motion or speech. Being held does not prevent the worsening of the subjects' condition due to wounds, disease, or poison. @@ -8668,14 +7814,14 @@ Saving Throw: None The effects of a Protection From Fire spell last no longer than 3 rounds plus 1 round per level of the caster. When the spell is cast, it confers complete invulnerability to normal fires (torches, bonfires, oil fires, and the like) and to exposure to magical fires (fiery dragon breath, hell hound or pyrohydra breath, spells such as Burning Hands, Fireball, Fire Seeds, Fire Storm, Flame Strike, Meteor Swarm, and so on), absorbing 80% of all the damage dealt by such magical sources.
Protection From Fire +(Abjuration) -School: Abjuration Level: 3 Range: 3 meters -Duration: 3 rounds + 1 round par niveau +Duration: 3 rounds + 1 round/level Casting time: 6 Area of Effect: 1 creature -Saving Throw: TODO +Saving Throw: None The effects of a Protection From Fire spell last no longer than 3 rounds plus 1 round per level of the caster. When the spell is cast, it confers complete invulnerability to normal fires (torches, bonfires, oil fires, and the like) and to exposure to magical fires (fiery dragon breath, hell hound or pyrohydra breath, spells such as Burning Hands, Fireball, Fire Seeds, Fire Storm, Flame Strike, Meteor Swarm, and so on), absorbing 80% of all the damage dealt by such magical sources. @@ -8695,14 +7841,14 @@ Saving Throw: None Upon casting this spell, the priest is usually able to remove a curse on an object, a person, or in the form of some undesired sending or evil presence. Note that the Remove Curse spell does not remove the curse from a cursed shield, weapon, or suit of armor, although the spell typically enables the person afflicted with any such cursed item to get rid of it. Certain special curses may not be countered by this spell, or may be countered only by a caster of a certain level or higher.
Remove Curse +(Abjuration) -School: Abjuration Level: 3 Range: 3 meters Duration: Instant Casting time: 6 Area of Effect: 1 creature -Saving Throw: TODO +Saving Throw: None Upon casting this spell, the priest is usually able to remove a curse on an object, a person, or in the form of some undesired sending or evil presence. Note that the Remove Curse spell does not remove the curse from a cursed shield, weapon, or suit of armor, although the spell typically enables the person afflicted with any such cursed item to get rid of it. Certain special curses may not be countered by this spell, or may be countered only by a caster of a certain level or higher. @@ -8721,14 +7867,14 @@ Saving Throw: None By the use of this spell, the priest can free all allied creatures within the area from the effects of any paralyzation or related magic (such as a ghoul's touch or a Hold spell).
Remove Paralysis +(Abjuration) -School: Abjuration Level: 3 Range: 45,5 meters Duration: Instant Casting time: 6 -Area of Effect: 4,5 meters' radius -Saving Throw: TODO +Area of Effect: Allies within a 4,5 meters radius +Saving Throw: None By the use of this spell, the priest can free all allied creatures within the area from the effects of any paralyzation or related magic (such as a ghoul's touch or a Hold spell). @@ -8749,20 +7895,20 @@ Saving Throw: None Any enemy invisible creatures within the area of effect have their invisibility dispelled. This includes creatures under the effects of Improved Invisibility, Shadow Door, Invisibility, Mislead, and so on.
Invisibility Purge +(Divination) -School: Divination Level: 3 Range: Contact Duration: Instant Casting time: 8 -Area of Effect: 35,5 meters' radius around the caster -Saving Throw: TODO +Area of Effect: Enemies within a 35,5 meters radius around of the caster +Saving Throw: None Any enemy invisible creatures within the area of effect have their invisibility dispelled. This includes creatures under the effects of Improved Invisibility, Shadow Door, Invisibility, Mislead, and so on. STATISTICS: -- Dispel the target's invisibility (Effectif contre les créatures invisibles. Inefficace contre les créatures sous l'effet de Non-détection)
Miscast Magic (Enchantment/Charm) @@ -8775,14 +7921,14 @@ Saving Throw: Neg. Any spellcasting creature that is affected by this spell has its casting ability severely disabled. When the creature attempts to cast a spell, it suffers an 80% chance of failure. Creatures can save vs. Spell to avoid the effect, but do so with a -2 penalty.
Miscast Magic +(Enchantment) -School: Enchantment Level: 3 Range: 15 meters Duration: 1 turn Casting time: 5 Area of Effect: 1 creature -Saving Throw: TODO +Saving Throw: Neg. Any spellcasting creature that is affected by this spell has its casting ability severely disabled. When the creature attempts to cast a spell, it suffers an 80% chance of failure. Creatures can save vs. Spell to avoid the effect, but do so with a -2 penalty. @@ -8801,14 +7947,14 @@ Saving Throw: Neg. The target of this spell must make a Saving Throw vs. Spell or come under its effects. When under the effects of the Rigid Thinking spell, the victim will randomly wander, attack the nearest person, or stand confused.
Rigid Thinking +(Enchantment) -School: Enchantment Level: 3 Range: 10,5 meters Duration: 1 turn Casting time: 5 Area of Effect: 1 creature -Saving Throw: TODO +Saving Throw: Neg. The target of this spell must make a Saving Throw vs. Spell or come under its effects. When under the effects of the Rigid Thinking spell, the victim will randomly wander, attack the nearest person, or stand confused. @@ -8827,14 +7973,14 @@ Saving Throw: None When this spell is cast, party members within the area of effect are given a Strength score of 18/75. If a party member has a Strength score higher than this (either naturally, or through a magical item), thenStrength is lowered to 18/75. The spell lasts for 1 turn, whereupon everyone's Strength returns to normal.
Strength of One +(Alteration) -School: Alteration Level: 3 Range: Contact Duration: 1 turn Casting time: 3 -Area of Effect: 4,5 meters' radius around the caster -Saving Throw: TODO +Area of Effect: Allies within a 4,5 meters radius around of the caster +Saving Throw: None When this spell is cast, party members within the area of effect are given a Strength score of 18/75. If a party member has a Strength score higher than this (either naturally, or through a magical item), thenStrength is lowered to 18/75. The spell lasts for 1 turn, whereupon everyone's Strength returns to normal. @@ -8853,81 +7999,66 @@ Saving Throw: Special This spell calls upon energy from the Positive Energy Plane in order to open a channel between it and the targets. The result is that any evil creatures within the spell's area of effect take 1d4 points of damage per level of the caster, or half damage upon a successful Saving Throw vs. Spell. If the victims fail their Saving Throw, they are also blinded for 1 round.
Holy Smite +(Necromancy) -School: Necromancy Level: 3 Range: 7,5 meters Duration: 1 round Casting time: 3 Area of Effect: 4,5 meters' radius -Saving Throw: TODO +Saving Throw: Special This spell calls upon energy from the Positive Energy Plane in order to open a channel between it and the targets. The result is that any evil creatures within the spell's area of effect take 1d4 points of damage per level of the caster, or half damage upon a successful Saving Throw vs. Spell. If the victims fail their Saving Throw, they are also blinded for 1 round. STATISTICS: -- Blinds the evil creatures (save vs. Spells neg.) - Inflicts 3d4 magic damage vs. evil creatures (save vs. Spells neg.) - Inflicts 2d4 magic damage vs. evil creatures +- Blinds the evil creatures (save vs. Spells neg.) From level 6 -- Inflicts 3d4 magic damage vs. evil creatures (save vs. Spells neg.) - Inflicts 3d4 magic damage vs. evil creatures From level 7 - Inflicts 4d4 magic damage vs. evil creatures (save vs. Spells neg.) -- Inflicts 3d4 magic damage vs. evil creatures From level 8 -- Inflicts 4d4 magic damage vs. evil creatures (save vs. Spells neg.) - Inflicts 4d4 magic damage vs. evil creatures From level 9 - Inflicts 5d4 magic damage vs. evil creatures (save vs. Spells neg.) -- Inflicts 4d4 magic damage vs. evil creatures From level 10 -- Inflicts 5d4 magic damage vs. evil creatures (save vs. Spells neg.) - Inflicts 5d4 magic damage vs. evil creatures From level 11 - Inflicts 6d4 magic damage vs. evil creatures (save vs. Spells neg.) -- Inflicts 5d4 magic damage vs. evil creatures From level 12 -- Inflicts 6d4 magic damage vs. evil creatures (save vs. Spells neg.) - Inflicts 6d4 magic damage vs. evil creatures From level 13 - Inflicts 7d4 magic damage vs. evil creatures (save vs. Spells neg.) -- Inflicts 6d4 magic damage vs. evil creatures From level 14 -- Inflicts 7d4 magic damage vs. evil creatures (save vs. Spells neg.) - Inflicts 7d4 magic damage vs. evil creatures From level 15 - Inflicts 8d4 magic damage vs. evil creatures (save vs. Spells neg.) -- Inflicts 7d4 magic damage vs. evil creatures From level 16 -- Inflicts 8d4 magic damage vs. evil creatures (save vs. Spells neg.) - Inflicts 8d4 magic damage vs. evil creatures From level 17 - Inflicts 9d4 magic damage vs. evil creatures (save vs. Spells neg.) -- Inflicts 8d4 magic damage vs. evil creatures From level 18 -- Inflicts 9d4 magic damage vs. evil creatures (save vs. Spells neg.) - Inflicts 9d4 magic damage vs. evil creatures From level 19 - Inflicts 10d4 magic damage vs. evil creatures (save vs. Spells neg.) -- Inflicts 9d4 magic damage vs. evil creatures From level 20 -- Inflicts 10d4 magic damage vs. evil creatures (save vs. Spells neg.) - Inflicts 10d4 magic damage vs. evil creatures
Unholy Blight (Necromancy) @@ -8941,38 +8072,31 @@ Saving Throw: Special This spell calls upon energy from the Negative Energy Plane in order to open a channel between it and the targets. The result is that any good creatures within the spell's area of effect take 1d4 points of damage per level of the caster, or half damage upon a successful Saving Throw vs. Spell. If the victims fail their Saving Throw, they also receive a -2 penalty to all their rolls for 4 rounds.
Unholy Blight +(Necromancy) -School: Necromancy Level: 3 Range: 7,5 meters Duration: 4 rounds Casting time: 3 Area of Effect: 4,5 meters' radius -Saving Throw: TODO +Saving Throw: Special This spell calls upon energy from the Negative Energy Plane in order to open a channel between it and the targets. The result is that any good creatures within the spell's area of effect take 1d4 points of damage per level of the caster, or half damage upon a successful Saving Throw vs. Spell. If the victims fail their Saving Throw, they also receive a -2 penalty to all their rolls for 4 rounds. STATISTICS: -- Reduces saving throws vs. Death of the good creatures by 2 (save vs. Spells neg.) -- Reduces saving throws vs. Wands of the good creatures by 2 (save vs. Spells neg.) -- Reduces saving throws vs. Petrification/Polymorph of the good creatures by 2 (save vs. Spells neg.) -- Reduces saving throws vs. Breath of the good creatures by 2 (save vs. Spells neg.) -- Reduces saving throws vs. Spells of the good creatures by 2 (save vs. Spells neg.) -- Reduces the THAC0 of the good creatures by 2 (save vs. Spells neg.) - Inflicts 3d4 magic damage vs. good creatures (save vs. Spells neg.) - Inflicts 2d4 magic damage vs. good creatures +- Reduces the THAC0 of the good creatures by 2 (save vs. Spells neg.) +- Reduces les jets de sauvegarde of the good creatures by 2 (save vs. Spells neg.) From level 6 -- Inflicts 3d4 magic damage vs. good creatures (save vs. Spells neg.) - Inflicts 3d4 magic damage vs. good creatures From level 7 - Inflicts 4d4 magic damage vs. good creatures (save vs. Spells neg.) -- Inflicts 3d4 magic damage vs. good creatures From level 8 -- Inflicts 4d4 magic damage vs. good creatures (save vs. Spells neg.) - Inflicts 4d4 magic damage vs. good creatures From level 9 @@ -8980,44 +8104,34 @@ - Inflicts 4d4 magic damage vs. good creatures From level 10 -- Inflicts 5d4 magic damage vs. good creatures (save vs. Spells neg.) - Inflicts 5d4 magic damage vs. good creatures From level 11 - Inflicts 6d4 magic damage vs. good creatures (save vs. Spells neg.) -- Inflicts 5d4 magic damage vs. good creatures From level 12 -- Inflicts 6d4 magic damage vs. good creatures (save vs. Spells neg.) - Inflicts 6d4 magic damage vs. good creatures From level 13 - Inflicts 7d4 magic damage vs. good creatures (save vs. Spells neg.) -- Inflicts 6d4 magic damage vs. good creatures From level 14 -- Inflicts 7d4 magic damage vs. good creatures (save vs. Spells neg.) - Inflicts 7d4 magic damage vs. good creatures From level 15 - Inflicts 8d4 magic damage vs. good creatures (save vs. Spells neg.) -- Inflicts 7d4 magic damage vs. good creatures From level 16 -- Inflicts 8d4 magic damage vs. good creatures (save vs. Spells neg.) - Inflicts 8d4 magic damage vs. good creatures From level 17 - Inflicts 9d4 magic damage vs. good creatures (save vs. Spells neg.) -- Inflicts 8d4 magic damage vs. good creatures From level 18 -- Inflicts 9d4 magic damage vs. good creatures (save vs. Spells neg.) - Inflicts 9d4 magic damage vs. good creatures From level 19 -- Inflicts 10d4 magic damage vs. good creatures (save vs. Spells neg.) -- Inflicts 9d4 magic damage vs. good creatures
Cure Medium Wounds (Necromancy) @@ -9030,14 +8144,14 @@ Saving Throw: None By casting this spell and layinghand upon a creature, the priest heals 14 points of wound or other injury damage from the creature's body. This healing cannot affect creatures without corporeal bodies, nor can it cure wounds of creatures not living or of extraplanar origin. Curing is permanent only insofar as the creature does not sustain further damage; caused wounds will heal—or can be cured—just as any normal injury.
Cure Medium Wounds +(Necromancy) -School: Necromancy Level: 3 Range: 3 meters Duration: Instant Casting time: 5 Area of Effect: 1 creature -Saving Throw: TODO +Saving Throw: None By casting this spell and layinghand upon a creature, the priest heals 14 points of wound or other injury damage from the creature's body. This healing cannot affect creatures without corporeal bodies, nor can it cure wounds of creatures not living or of extraplanar origin. Curing is permanent only insofar as the creature does not sustain further damage; caused wounds will heal—or can be cured—just as any normal injury. @@ -9057,14 +8171,14 @@ Saving Throw: None By laying hands upon a sickly person, the caster can cure almost any disease with this spell. The cure is permanent, but does not grant the recipient of the spell immunity from further afflictions. Blindness, deafness, and feeblemind are also cured with this spell. Some magically created diseases may not be curable by this spell.
Cure Disease +(Abjuration) -School: Abjuration Level: 3 Range: 3 meters Duration: Instant Casting time: 1 Area of Effect: 1 creature -Saving Throw: TODO +Saving Throw: None By layinghands upon a sickly person, the caster can cure almost any disease with this spell. The cure is permanent, but does not grant the recipient of the spell immunity from further afflictions. Blindness, deafness, and feeblemind are also cured with this spell. Some magically created diseases may not be curable by this spell. @@ -9089,14 +8203,14 @@ Saving Throw: None Zone of Sweet Air repels all noxious elements from poisonous vapors (including magically created vapors such as Cloudkill). This spell will dismiss all clouds in the entire area that the caster is currently in. The spell offers no protection against poisonous vapors created by a dragon's breath weapon (such as the chlorine gas of a green dragon).
Zone of Sweet Air +(Abjuration) -School: Abjuration Level: 3 Range: Contact Duration: Instant Casting time: 3 Area of Effect: Caster -Saving Throw: TODO +Saving Throw: None Zone of Sweet Air repels all noxious elements from poisonous vapors (including magically created vapors such as Cloudkill). This spell will dismiss all clouds in the entire area that the caster is currently in. The spell offers no protection against poisonous vapors created by a dragon's breath weapon (such as the chlorine gas of a green dragon). @@ -9115,14 +8229,14 @@ Saving Throw: Neg. The Summon Insects spell attracts a cloud or swarm of normal insects to attack one enemy of the caster. This swarm gathers at a point chosen by the caster within the spell's range and attacks any single creature the caster points to. The victim may make a Saving Throw vs. Breath Weapon with a -4 penalty to escape the swarm; otherwise, the victim receives 1 point of damage every 2 seconds for the duration of the spell. Moreover, the victim fights with a -2 penalty toattack roll and a -2 penalty to Armor Class. The swarm will repeatedly bite the target, making it very difficult to cast spells (50% chance of spell failure).
Summon Insects +(Conjuration) -School: Conjuration Level: 3 Range: 18 meters Duration: 7 rounds Casting time: 9 Area of Effect: 1 creature -Saving Throw: TODO +Saving Throw: Neg. The Summon Insects spell attracts a cloud or swarm of normal insects to attack one enemy of the caster. This swarm gathers at a point chosen by the caster within the spell's range and attacks any single creature the caster points to. The victim may make a Saving Throw vs. Breath Weapon with a -4 penalty to escape the swarm; otherwise, the victim receives 1 point of damage every 2 seconds for the duration of the spell. Moreover, the victim fights with a -2 penalty toattack roll and a -2 penalty to Armor Class. The swarm will repeatedly bite the target, making it very difficult to cast spells (50% chance of spell failure). @@ -9144,14 +8258,14 @@ Saving Throw: None With this spell, the shaman strengthens a creature's spiritual resolve and purges the creature's mind of negative influences. The spell removes the effects of fear, charm, confusion and feeblemind from a single creature.
Spiritual Clarity +(Abjuration) -School: Abjuration Level: 3 Range: 12 meters -Duration: 1 second +Duration: Instant Casting time: 9 Area of Effect: 1 creature -Saving Throw: TODO +Saving Throw: None With this spell, the shaman strengthens a creature's spiritual resolve and purges the creature's mind of negative influences. The spell removes the effects of fear, charm, confusion and feeblemind from a single creature. @@ -9194,14 +8308,14 @@ Saving Throw: None This spell is a more potent version of the Cure Light Wounds spell. The priest layshand upon a creature and heals 17 points of wound or other injury damage to the creature's body. This healing cannot affect noncorporeal, nonliving, or extraplanar creatures.
Cure Serious Wounds +(Necromancy) -School: Necromancy Level: 4 Range: 3 meters Duration: Instant Casting time: 7 Area of Effect: 1 creature -Saving Throw: TODO +Saving Throw: None This spell is a more potent version of the Cure Light Wounds spell. The priest layshand upon a creature and heals 17 points of wound or other injury damage to the creature's body. This healing cannot affect noncorporeal, nonliving, or extraplanar creatures. @@ -9221,14 +8335,14 @@ Saving Throw: None By means of this spell, the caster calls between 2 and 3 animals that have 4 Hit Dice or less. The animals appearing are randomly determined. They will remain under the caster's control until slain or the spell duration expires.
Animal Summoning I +(Conjuration) -School: Conjuration Level: 4 Range: 9 meters Duration: 3 turns Casting time: 7 -Area of Effect: Point dans le champ visuel du lanceur -Saving Throw: TODO +Area of Effect: Point in the visual range of the caster +Saving Throw: None By means of this spell, the caster calls between 2 and 3 animals that have 4 Hit Dice or less. The animals appearing are randomly determined. They will remain under the caster's control until slain or the spell duration expires. @@ -9247,14 +8361,14 @@ Saving Throw: None While under the effects of this spell, the recipient becomes immune to anything that affectsmovement. This includes the effects of Web, Hold Person, Grease, and Entangle.
Free Action +(Abjuration) -School: Abjuration Level: 4 Range: 3 meters -Duration: 1 turn + 1 round par niveau +Duration: 1 turn + 1 round/level Casting time: 5 Area of Effect: 1 creature -Saving Throw: TODO +Saving Throw: None While under the effects of this spell, the recipient becomes immune to anything that affectsmovement. This includes the effects of Web, Hold Person, Grease, and Entangle. @@ -9277,14 +8391,14 @@ Saving Throw: None This spell removes all toxins from the body, both natural and magical in nature. When this spell is cast upon a poisoned individual, it immediately neutralizes any poison and restores 10 lost Hit Points. This spell will also cure any diseases that the target might be suffering from, as well as blindness and deafness.
Neutralize Poison +(Necromancy) -School: Necromancy Level: 4 Range: 3 meters Duration: Instant Casting time: 1 Area of Effect: 1 creature -Saving Throw: TODO +Saving Throw: None This spell removes all toxins from the body, both natural and magical in nature. When this spell is cast upon a poisoned individual, it immediately neutralizes any poison and restores 10 lost Hit Points. This spell will also cure any diseases that the target might be suffering from, as well as blindness and deafness. @@ -9309,14 +8423,14 @@ Saving Throw: Neg. When cast upon a subject, the subject must make a Saving Throw vs. Spell with a -2 penalty in order to avoid the priest enteringmind. The effects of this spell are similar to those of the wizard spell Domination, with a few minor differences. Most notably, this spell gives the priest no access to the subject's thoughts, memory, or sensory apparatus. The priest simply is able to command the subject to perform certain tasks or functions during the spell's duration. To control the subject, the priest must be within range and must be able to see the subject. This control will last until dispelled or for the duration of the spell.
Mental Domination +(Enchantment) -School: Enchantment Level: 4 Range: 12 meters Duration: 8 rounds Casting time: 4 Area of Effect: 1 creature -Saving Throw: TODO +Saving Throw: Neg. When cast upon a subject, the subject must make a Saving Throw vs. Spell with a -2 penalty in order to avoid the priest enteringmind. The effects of this spell are similar to those of the wizard spell Domination, with a few minor differences. Most notably, this spell gives the priest no access to the subject's thoughts, memory, or sensory apparatus. The priest simply is able to command the subject to perform certain tasks or functions during the spell's duration. To control the subject, the priest must be within range and must be able to see the subject. This control will last until dispelled or for the duration of the spell. @@ -9335,14 +8449,14 @@ Saving Throw: None Defensive Harmony grants affected creatures a defensive bonus by bestowing an enchanted coordination on their attacks and defenses. This allows a group of creatures to act as a single unit for a single battle or encounter. The effect is always centered on the caster, but affects all allies within a 15-ft. radius. Those affected can move outside of this area after the spell is cast and still enjoy the benefits of the harmony. While the spell is in effect, each affected creature gains a +2 bonus to Armor Class. This lasts for 6 rounds or until dispelled.
Defensive Harmony +(Enchantment) -School: Enchantment Level: 4 Range: Contact Duration: 6 rounds Casting time: 1 -Area of Effect: 4,5 meters' radius around the caster -Saving Throw: TODO +Area of Effect: Allies within a 4,5 meters radius around of the caster +Saving Throw: None Defensive Harmony grants affected creatures a defensive bonus by bestowing an enchanted coordination on their attacks and defenses. This allows a group of creatures to act as a single unit for a single battle or encounter. The effect is always centered on the caster, but affects all allies within a 15-ft. radius. Those affected can move outside of this area after the spell is cast and still enjoy the benefits of the harmony. While the spell is in effect, each affected creature gains a +2 bonus toArmor Class. This lasts for 6 rounds or until dispelled. @@ -9361,14 +8475,14 @@ Saving Throw: None When the spell is cast, it confers complete invulnerability to electrical attacks such as Lightning Bolt, Shocking Grasp, and so on. The protection will last for the duration of the spell or until successfully dispelled.
Protection From Lightning +(Abjuration) -School: Abjuration Level: 4 Range: 3 meters -Duration: 5 rounds par niveau +Duration: 5 rounds/level Casting time: 7 Area of Effect: 1 creature -Saving Throw: TODO +Saving Throw: None When the spell is cast, it confers complete invulnerability to electrical attacks such as Lightning Bolt, Shocking Grasp, and so on. The protection will last for the duration of the spell or until successfully dispelled. @@ -9387,14 +8501,14 @@ Saving Throw: None When this spell is cast, all allied creatures within a 15-ft. radius are affected individually by Protection From Evil. It creates a magical barrier around the recipients at a distance of one foot. The barrier moves with the recipient and has two major effects: First, all attacks made by evil or evilly enchanted creatures against the protected creature receive a penalty of -2 to each attack roll. Second, summoned demons cannot target protected creatures.
Protection From Evil, 10' Radius +(Abjuration) -School: Abjuration Level: 4 Range: Contact -Duration: 1 turn par niveau +Duration: 1 turn/level Casting time: 7 -Area of Effect: 4,5 meters' radius around the caster -Saving Throw: TODO +Area of Effect: Allies within a 4,5 meters radius around of the caster +Saving Throw: None When this spell is cast, all allied creatures within a 15-ft. radius are affected individually by Protection From Evil. It creates a magical barrier around the recipients at a distance of one foot. The barrier moves with the recipient and has two major effects: First, all attacks made by evil or evilly enchanted creatures against the protected creature receive a penalty of -2 to each attack roll. Second, summoned demons cannot target protected creatures. @@ -9413,14 +8527,14 @@ Saving Throw: None This spell protects the target from all forms of death magic for the duration of the spell. This includes, but is not limited to, Disintegrate; Power Word, Kill; Death Spell; and Finger of Death.
Death Ward +(Necromancy) -School: Necromancy Level: 4 Range: 7,5 meters -Duration: 1 turn par niveau +Duration: 1 turn/level Casting time: 9 Area of Effect: 1 creature -Saving Throw: TODO +Saving Throw: None This spell protects the target from all forms of death magic for the duration of the spell. This includes, but is not limited to, Disintegrate; Power Word, Kill; Death Spell; and Finger of Death. @@ -9439,14 +8553,14 @@ Saving Throw: None This spell summons forth a nymph to assist the party. The nymph has several priest spells at her disposal and will use them in the best interests of the party (these include Mental Domination, Confusion, and Mass Cure). She will remain under the caster's control until slain or the spell's duration expires.
Call Woodland Beings +(Conjuration) -School: Conjuration Level: 4 Range: 7,5 meters Duration: 3 turns Casting time: 7 -Area of Effect: Point dans le champ visuel du lanceur -Saving Throw: TODO +Area of Effect: Point in the visual range of the caster +Saving Throw: None This spell summons forth a nymph to assist the party. The nymph has several priest spells at her disposal and will use them in the best interests of the party (these include Mental Domination, Confusion, and Mass Cure). She will remain under the caster's control until slain or the spell's duration expires. @@ -9470,14 +8584,14 @@ 15–16th level: 6d8 + 5/round 17+ level: 8d8 + 6/round Those who make their Saving Throws are unaffected.
Poison +(Necromancy) -School: Necromancy Level: 4 Range: 3 meters Duration: 62 seconds Casting time: 4 Area of Effect: 1 creature -Saving Throw: TODO +Saving Throw: Special Through this spell, the caster can poison victims who fail their Saving Throw vs. Poison. The damage inflicted depends on the level of the caster as detailed below: 7–9th level: 2d8 + 2/round @@ -9489,24 +8603,24 @@ STATISTICS: -- Inflicts 2d8 poison damage to the target (save vs. Death neg.) (Inefficace contre les undead, the golems and the creatures immune to poisons) -- Poisons the target, inflicting 2 damages per round (save vs. Death neg.) (Inefficace contre les undead, the golems and the creatures immune to poisons) (Inefficace contre les undead, the golems and the creatures immune to poisons) +- Inflicts 2d8 poison damage to the target (save vs. Death neg.) (Ineffective against undead, the golems and the creatures immune to poisons) +- Poisons the target, inflicting 2 damages per round (save vs. Death neg.) (Ineffective against undead, the golems and the creatures immune to poisons) From level 10 -- Inflicts 3d8 poison damage to the target (save vs. Death neg.) (Inefficace contre les undead, the golems and the creatures immune to poisons) -- Poisons the target, inflicting 3 damages per round (save vs. Death neg.) (Inefficace contre les undead, the golems and the creatures immune to poisons) (Inefficace contre les undead, the golems and the creatures immune to poisons) +- Inflicts 3d8 poison damage to the target (save vs. Death neg.) (Ineffective against undead, the golems and the creatures immune to poisons) +- Poisons the target, inflicting 3 damages per round (save vs. Death neg.) (Ineffective against undead, the golems and the creatures immune to poisons) From level 13 -- Inflicts 4d8 poison damage to the target (save vs. Death neg.) (Inefficace contre les undead, the golems and the creatures immune to poisons) -- Poisons the target, inflicting 4 damages per round (save vs. Death neg.) (Inefficace contre les undead, the golems and the creatures immune to poisons) (Inefficace contre les undead, the golems and the creatures immune to poisons) +- Inflicts 4d8 poison damage to the target (save vs. Death neg.) (Ineffective against undead, the golems and the creatures immune to poisons) +- Poisons the target, inflicting 4 damages per round (save vs. Death neg.) (Ineffective against undead, the golems and the creatures immune to poisons) From level 15 -- Inflicts 6d8 poison damage to the target (save vs. Death neg.) (Inefficace contre les undead, the golems and the creatures immune to poisons) -- Poisons the target, inflicting 5 damages per round (save vs. Death neg.) (Inefficace contre les undead, the golems and the creatures immune to poisons) (Inefficace contre les undead, the golems and the creatures immune to poisons) +- Inflicts 6d8 poison damage to the target (save vs. Death neg.) (Ineffective against undead, the golems and the creatures immune to poisons) +- Poisons the target, inflicting 5 damages per round (save vs. Death neg.) (Ineffective against undead, the golems and the creatures immune to poisons) From level 17 -- Inflicts 8d8 poison damage to the target (save vs. Death neg.) (Inefficace contre les undead, the golems and the creatures immune to poisons) -- Poisons the target, inflicting 6 damages per round (save vs. Death neg.) (Inefficace contre les undead, the golems and the creatures immune to poisons) (Inefficace contre les undead, the golems and the creatures immune to poisons)
Holy Power (Evocation) @@ -9518,75 +8632,62 @@ Saving Throw: None Through this spell, the caster imbuesself with the strength and skill of a Fighter of the same level. The priest's Strength score is set to 18/00—even if it is normally higher— THAC0 becomes that of a Fighter of the same level, and gains 1 temporary Hit Point per level. This will last for the duration of the spell or until dispelled.
Holy Power +(Invocation) -School: Invocation Level: 4 Range: Contact -Duration: 1 round par niveau +Duration: 1 round/level Casting time: 6 Area of Effect: Caster -Saving Throw: TODO +Saving Throw: None Through this spell, the caster imbuesself with the strength and skill of a Fighter of the same level. The priest's Strength score is set to 18/00—even if it is normally higher— THAC0 becomes that of a Fighter of the same level, and gains 1 temporary Hit Point per level. This will last for the duration of the spell or until dispelled. STATISTICS: +- Hit points: +1/level/20 (not cumulative) - Dispels and protects from effects of the spell Holy Power on the caster -- Strength: Set to 18/00 (not cumulative) - THAC0: Set to 14 (not cumulative) -- Hit points: +7 (not cumulative) +- Strength: Set to 18/00 (not cumulative) From level 8 - THAC0: Set to 13 (not cumulative) -- Hit points: +8 (not cumulative) From level 9 - THAC0: Set to 12 (not cumulative) -- Hit points: +9 (not cumulative) From level 10 - THAC0: Set to 11 (not cumulative) -- Hit points: +10 (not cumulative) From level 11 - THAC0: Set to 10 (not cumulative) -- Hit points: +11 (not cumulative) From level 12 - THAC0: Set to 9 (not cumulative) -- Hit points: +12 (not cumulative) From level 13 - THAC0: Set to 8 (not cumulative) -- Hit points: +13 (not cumulative) From level 14 - THAC0: Set to 7 (not cumulative) -- Hit points: +14 (not cumulative) From level 15 - THAC0: Set to 6 (not cumulative) -- Hit points: +15 (not cumulative) From level 16 - THAC0: Set to 5 (not cumulative) -- Hit points: +16 (not cumulative) From level 17 - THAC0: Set to 4 (not cumulative) -- Hit points: +17 (not cumulative) From level 18 - THAC0: Set to 3 (not cumulative) -- Hit points: +18 (not cumulative) From level 19 - THAC0: Set to 2 (not cumulative) -- Hit points: +19 (not cumulative) From level 20 -- THAC0: Set to 1 (not cumulative) -- Hit points: +20 (not cumulative)
Negative Plane Protection (Abjuration) @@ -9599,14 +8700,14 @@ Saving Throw: None This spell affords the caster or the touched creature partial protection from undead monsters with Negative Energy Plane connections (such as vampires), and certain weapons and spells that drain energy levels. The Negative Plane Protection spell opens a channel to the Positive Energy Plane, possibly offsetting the effects of the negative energy attack. A protected creature struck by a negative energy attack is protected against any form of level draining for the duration of the spell. The protected creature suffers only normal Hit Point damage from the attack and does not suffer any drain of experience. This spell cannot be cast on the Negative Energy Plane.
Negative Plane Protection +(Abjuration) -School: Abjuration Level: 4 Range: 9 meters Duration: 5 rounds Casting time: 3 Area of Effect: 1 creature -Saving Throw: TODO +Saving Throw: None This spell affords the caster or the touched creature partial protection from undead monsters with Negative Energy Plane connections (such as vampires), and certain weapons and spells that drain energy levels. The Negative Plane Protection spell opens a channel to the Positive Energy Plane, possibly offsetting the effects of the negative energy attack. A protected creature struck by a negative energy attack is protected against any form of level draining for the duration of the spell. The protected creature suffers only normal Hit Point damage from the attack and does not suffer any drain of experience. This spell cannot be cast on the Negative Energy Plane. @@ -9625,20 +8726,20 @@ Saving Throw: None This spell is the reverse of Cure Serious Wounds. Instead of healing the creature touched, it causes damage. On a successful touch from the priest, the spell inflicts 17 points of damage upon the target. The next attack that the priest makes will inflict this effect, however,only has 2 rounds to make the attack before the spell fizzles. If the priest misses the target creature, the spell is wasted. There is no Saving Throw.
Cause Serious Wounds +(Necromancy) -School: Necromancy Level: 4 Range: Contact Duration: 15 seconds Casting time: 7 Area of Effect: Caster -Saving Throw: TODO +Saving Throw: None This spell is the reverse of Cure Serious Wounds. Instead of healing the creature touched, it causes damage. On a successful touch from the priest, the spell inflicts 17 points of damage upon the target. The next attack that the priest makes will inflict this effect, however,only has 2 rounds to make the attack before the spell fizzles. If the priest misses the target creature, the spell is wasted. There is no Saving Throw. STATISTICS: -- Create a magical weapon (Cause Serious Wounds)
Farsight (Divination) @@ -9650,14 +8751,14 @@ Saving Throw: None When Farsight is cast, the caster is able to view an area of an unexplored map. After casting the spell, simply click on a section of the map that you want to view. For the duration of the spell, the caster can spy on that area, noting creatures and fortifications.
Farsight +(Divination) -School: Divination Level: 4 Range: Contact -Duration: 3 rounds + 1 round par niveau +Duration: 3 rounds + 1 round/level Casting time: 4 Area of Effect: Caster -Saving Throw: TODO +Saving Throw: None When Farsight is cast, the caster is able to view an area of an unexplored map. After casting the spell, simply click on a section of the map that you want to view. For the duration of the spell, the caster can spy on that area, noting creatures and fortifications. @@ -9676,14 +8777,14 @@ Saving Throw: Neg. Cloak of Fear empowers the caster to radiate a personal aura of fear out to a 15-ft. radius. All other characters and creatures within this aura must roll a successful Save vs. Spell or run away in panic for 4 rounds. Party members are immune to the effects, although the aura of fear may still disturb them.
Cloak of Fear +(Conjuration) -School: Conjuration Level: 4 Range: Contact Duration: 4 rounds Casting time: 6 -Area of Effect: 4,5 meters' radius around the caster -Saving Throw: TODO +Area of Effect: Enemies within a 4,5 meters radius around of the caster +Saving Throw: Neg. Cloak of Fear empowers the caster to radiate a personal aura of fear out to a 15-ft. radius. All other characters and creatures within this aura must roll a successful Save vs. Spell or run away in panic for 4 rounds. Party members are immune to the effects, although the aura of fear may still disturb them. @@ -9702,14 +8803,14 @@ Saving Throw: None When this spell is cast, the life energy level of the recipient is raised. This reverses any previous life energy level drain of the creature by a force or monster. The casting of this spell is very draining on the priest andwill likely require rest immediately after the casting, as it will cause days' worth of fatigue almost instantaneously.
Lesser Restoration +(Necromancy) -School: Necromancy Level: 4 Range: 3 meters Duration: Instant Casting time: 2 Area of Effect: 1 creature -Saving Throw: TODO +Saving Throw: None When this spell is cast, the life energy level of the recipient is raised. This reverses any previous life energy level drain of the creature by a force or monster. The casting of this spell is very draining on the priest andwill likely require rest immediately after the casting, as it will cause days' worth of fatigue almost instantaneously. @@ -9729,121 +8830,32 @@ Saving Throw: Special As the Shaman casts this spell, energies gather together from the spirit world and form a pale blue sphere. The Shaman can throw the sphere so that it explodes into a burst of ghostly, azure flames, which deliver 1d4 points of magic damage per level of the Shaman (up to a maximum of 10d4). There is also a 33% chance that every enemy within the area of effect will be afflicted by the Doom spell (-2 penalty to Saving Throws and attack rolls for 1 turn). A successful Save vs. Spell halves the damage and negates the Doom effect. Spirits, fey creatures, elementals, and spectral undead take double damage.
Spirit Fire +(Conjuration) -School: Conjuration Level: 4 Range: 12 meters Duration: Instant Casting time: 4 Area of Effect: 4,5 meters' radius -Saving Throw: TODO +Saving Throw: Special As the Shaman casts this spell, energies gather together from the spirit world and form a pale blue sphere. The Shaman can throw the sphere so that it explodes into a burst of ghostly, azure flames, which deliver 1d4 points of magic damage per level of the Shaman (up to a maximum of 10d4). There is also a 33% chance that every enemy within the area of effect will be afflicted by the Doom spell (-2 penalty to Saving Throws and attack rolls for 1 turn). A successful Save vs. Spell halves the damage and negates the Doom effect. Spirits, fey creatures, elementals, and spectral undead take double damage. STATISTICS: -- Si the target fait partie des fairies; - - Inflicts 7d4 magic damage to the target (save vs. Spells half) - - From level 8 - - Inflicts 8d4 magic damage to the target (save vs. Spells half) - - From level 9 - - Inflicts 9d4 magic damage to the target (save vs. Spells half) - - From level 10 - - Inflicts 10d4 magic damage to the target (save vs. Spells half) -- Si the target fait partie des shadows; - - Inflicts 7d4 magic damage to the target (save vs. Spells half) - - From level 8 - - Inflicts 8d4 magic damage to the target (save vs. Spells half) - - From level 9 - - Inflicts 9d4 magic damage to the target (save vs. Spells half) - - From level 10 - - Inflicts 10d4 magic damage to the target (save vs. Spells half) -- Si the target fait partie des spectres; - - Inflicts 7d4 magic damage to the target (save vs. Spells half) - - From level 8 - - Inflicts 8d4 magic damage to the target (save vs. Spells half) - - From level 9 - - Inflicts 9d4 magic damage to the target (save vs. Spells half) - - From level 10 - - Inflicts 10d4 magic damage to the target (save vs. Spells half) -- Si the target fait partie des spectral trolls; - - Inflicts 7d4 magic damage to the target (save vs. Spells half) - - From level 8 - - Inflicts 8d4 magic damage to the target (save vs. Spells half) - - From level 9 - - Inflicts 9d4 magic damage to the target (save vs. Spells half) - - From level 10 - - Inflicts 10d4 magic damage to the target (save vs. Spells half) -- Si the target fait partie des wraith; - - Inflicts 7d4 magic damage to the target (save vs. Spells half) - - From level 8 - - Inflicts 8d4 magic damage to the target (save vs. Spells half) - - From level 9 - - Inflicts 9d4 magic damage to the target (save vs. Spells half) - - From level 10 - - Inflicts 10d4 magic damage to the target (save vs. Spells half) -- Si the target fait partie des elementals; - - Inflicts 7d4 magic damage to the target (save vs. Spells half) - - From level 8 - - Inflicts 8d4 magic damage to the target (save vs. Spells half) - - From level 9 - - Inflicts 9d4 magic damage to the target (save vs. Spells half) - - From level 10 - - Inflicts 10d4 magic damage to the target (save vs. Spells half) -- Si the target fait partie des spectral undead; - - Inflicts 7d4 magic damage to the target (save vs. Spells half) - - From level 8 - - Inflicts 8d4 magic damage to the target (save vs. Spells half) - - From level 9 - - Inflicts 9d4 magic damage to the target (save vs. Spells half) - - From level 10 - - Inflicts 10d4 magic damage to the target (save vs. Spells half) -- Si the target fait partie des spirits; - - Inflicts 7d4 magic damage to the target (save vs. Spells half) - - From level 8 - - Inflicts 8d4 magic damage to the target (save vs. Spells half) - - From level 9 - - Inflicts 9d4 magic damage to the target (save vs. Spells half) - - From level 10 - - Inflicts 10d4 magic damage to the target (save vs. Spells half) +- Inflicts 1d4 magic damage/level/10 to the target (save vs. Spells half) +- Si the target fait partie des fairies; Inflicts 1d4 magic damage/level/10 to the target (save vs. Spells half) +- Si the target fait partie des shadows; Inflicts 1d4 magic damage/level/10 to the target (save vs. Spells half) +- Si the target fait partie des spectres; Inflicts 1d4 magic damage/level/10 to the target (save vs. Spells half) +- Si the target fait partie des spectral trolls; Inflicts 1d4 magic damage/level/10 to the target (save vs. Spells half) +- Si the target fait partie des wraith; Inflicts 1d4 magic damage/level/10 to the target (save vs. Spells half) +- Si the target fait partie des elementals; Inflicts 1d4 magic damage/level/10 to the target (save vs. Spells half) +- Si the target fait partie des spectral undead; Inflicts 1d4 magic damage/level/10 to the target (save vs. Spells half) +- Si the target fait partie des spirits; Inflicts 1d4 magic damage/level/10 to the target (save vs. Spells half) - 34 % chance - 34 % chance to dispel and protect from effects of the spell Doom on the target (not cumulative) - 34 % chance to reduce the THAC0 of the target by 2 (not cumulative) - - 34 % chance to reduce les jets de sauvegarde of the target by 2 (not cumulative) (save vs. Spells neg.) -- Inflicts 7d4 magic damage to the target (save vs. Spells half) - -From level 8 -- Inflicts 8d4 magic damage to the target (save vs. Spells half) - -From level 9 -- Inflicts 9d4 magic damage to the target (save vs. Spells half) - -From level 10 -- Inflicts 10d4 magic damage to the target (save vs. Spells half)
Animal Summoning II (Conjuration/Summoning) @@ -9856,14 +8868,14 @@ Saving Throw: None By means of this spell, the caster calls from 1 to 3 animals that have 8 Hit Dice or less. The animals summoned aid the caster by whatever means they possess, staying until the spell duration expires. Only normal or giant animals can be summoned; fantastic animals or monsters cannot be summoned by this spell (no chimerae, dragons, gorgons, manticores, etc.).
Animal Summoning II +(Conjuration) -School: Conjuration Level: 5 Range: 9 meters Duration: 3 turns Casting time: 8 -Area of Effect: Point dans le champ visuel du lanceur -Saving Throw: TODO +Area of Effect: Point in the visual range of the caster +Saving Throw: None By means of this spell, the caster calls from 1 to 3 animals that have 8 Hit Dice or less. The animals summoned aid the caster by whatever means they possess, staying until the spell duration expires. Only normal or giant animals can be summoned; fantastic animals or monsters cannot be summoned by this spell (no chimerae, dragons, gorgons, manticores, etc.). @@ -9882,14 +8894,14 @@ Saving Throw: None The Cure Critical Wounds spell is a very potent version of the Cure Light Wounds spell. The priest layshands upon a creature and heals 27 points of damage from wounds or other injuries. The spell does not affect creatures without corporeal bodies, those of extraplanar origin, or those not living.
Cure Critical Wounds +(Necromancy) -School: Necromancy Level: 5 Range: 3 meters Duration: Instant Casting time: 8 Area of Effect: 1 creature -Saving Throw: TODO +Saving Throw: None The Cure Critical Wounds spell is a very potent version of the Cure Light Wounds spell. The priest layshands upon a creature and heals 27 points of damage from wounds or other injuries. The spell does not affect creatures without corporeal bodies, those of extraplanar origin, or those not living. @@ -9909,53 +8921,20 @@ Saving Throw: 1/2 When the priest calls down a Flame Strike spell, a vertical column of fire roars downward in the exact location called for by the caster. The target must roll a Saving Throw vs. Spell. Failure means the creature sustains 1d8 points of damage per level of the caster; otherwise, the damage is halved.
Flame Strike +(Invocation) -School: Invocation Level: 5 Range: 12 meters Duration: Instant Casting time: 8 Area of Effect: 1 creature -Saving Throw: TODO +Saving Throw: 1/2 When the priest calls down a Flame Strike spell, a vertical column of fire roars downward in the exact location called for by the caster. The target must roll a Saving Throw vs. Spell. Failure means the creature sustains 1d8 points of damage per level of the caster; otherwise, the damage is halved. STATISTICS: -- Inflicts 9d8 fire damage to the target (save vs. Spells half) - -From level 10 -- Inflicts 10d8 fire damage to the target (save vs. Spells half) - -From level 11 -- Inflicts 11d8 fire damage to the target (save vs. Spells half) - -From level 12 -- Inflicts 12d8 fire damage to the target (save vs. Spells half) - -From level 13 -- Inflicts 13d8 fire damage to the target (save vs. Spells half) - -From level 14 -- Inflicts 14d8 fire damage to the target (save vs. Spells half) - -From level 15 -- Inflicts 15d8 fire damage to the target (save vs. Spells half) - -From level 16 -- Inflicts 16d8 fire damage to the target (save vs. Spells half) - -From level 17 -- Inflicts 17d8 fire damage to the target (save vs. Spells half) - -From level 18 -- Inflicts 18d8 fire damage to the target (save vs. Spells half) - -From level 19 -- Inflicts 19d8 fire damage to the target (save vs. Spells half) - -From level 20 -- Inflicts 20d8 fire damage to the target (save vs. Spells half)
Raise Dead (Necromancy) @@ -9970,14 +8949,14 @@ When the priest casts a Raise Dead spell,can restore life to a dwarf, gnome, half-elf, halfling, elf, half-orc, or human. Note that the body of the person must be whole, otherwise missing parts are still missing when the person is brought back to life. The person has but 1 Hit Point when raised and must regain the rest by natural healing or curative magic.
Raise Dead +(Necromancy) -School: Necromancy Level: 5 Range: 9 meters Duration: Instant Casting time: 9 -Area of Effect: 3 -Saving Throw: TODO +Area of Effect: 1 creature +Saving Throw: None When the priest casts a Raise Dead spell,can restore life to a dwarf, gnome, half-elf, halfling, elf, half-orc, or human. @@ -9991,7 +8970,7 @@ - Dispels and protects from effects of the spell Contingency on the target - Dispels and protects from effects of the spell Spell Sequencer on the target - Dispels and protects from effects of the spell Spell Trigger on the target - - Dispels and protects from effects of the spell Chain Contingency on the target (Effectif contre les dead)
True Seeing (Divination) @@ -10004,23 +8983,22 @@ Saving Throw: None Instantly and once each round for 1 turn after True Seeing is cast, all hostile Illusion/Phantasm spells in a 120-ft. radius around the caster will be dispelled. The spells affected are Reflected Image, Invisibility, Mirror Image, Non-Detection, Improved Invisibility, Shadow Door, Mislead, Project Image, and Simulacrum. The target's Magic Resistance, if any, does not affect this.
True Seeing +(Divination) -School: Divination Level: 5 Range: Contact -Duration: 1 round +Duration: 1 turn Casting time: 8 -Area of Effect: 35,5 meters' radius around the caster -Saving Throw: TODO +Area of Effect: Enemies within a 35,5 meters radius around of the caster +Saving Throw: None Instantly and once each round for 1 turn after True Seeing is cast, all hostile Illusion/Phantasm spells in a 120-ft. radius around the caster will be dispelled. The spells affected are Reflected Image, Invisibility, Mirror Image, Non-Detection, Improved Invisibility, Shadow Door, Mislead, Project Image, and Simulacrum. The target's Magic Resistance, if any, does not affect this. STATISTICS: -- Dissipe tous les sorts de l'école of the Illusion de niveau 9 ou moins sur the target -- Instantly cast True Seeing on the caster -- Dispels all illusionary protection spells of level 9 or lower on the target -- Dispel the target's invisibility
Iron Skins (Alteration) @@ -10033,14 +9011,14 @@ Saving Throw: None When a Druid casts this powerful spell uponself, an outer skin of iron will move up from the ground, completely covering . This skin is, of course, magical and will hinder the Druid in no way. The effect of this is to protect the Druid from physical attacks such as melee weapons and projectiles. For every 2 levels of the caster, an additional skin is gained upon casting. For example, a 10th-level Druid would receive 5 skins. For each skin the Druid possesses, the spell will stop one attack, so a 10th-level Druid would be protected from the first 5 attacks made against but the 6th would affect normally. The skins will remain on the Druid until is affected by a Dispel Magic, all of the skins are removed due to physical attacks, or the spell's duration expires. It is important to note that this will not protect the Druid from any area attacks such as Fireball; however, it will protect from physical magical attacks such as Magic Missile.
Iron Skins +(Alteration) -School: Alteration Level: 5 Range: Contact Duration: 12 hours Casting time: 9 Area of Effect: Caster -Saving Throw: TODO +Saving Throw: None When a Druid casts this powerful spell uponself, an outer skin of iron will move up from the ground, completely covering . This skin is, of course, magical and will hinder the Druid in no way. The effect of this is to protect the Druid from physical attacks such as melee weapons and projectiles. For every 2 levels of the caster, an additional skin is gained upon casting. For example, a 10th-level Druid would receive 5 skins. For each skin the Druid possesses, the spell will stop one attack, so a 10th-level Druid would be protected from the first 5 attacks made against but the 6th would affect normally. The skins will remain on the Druid until is affected by a Dispel Magic, all of the skins are removed due to physical attacks, or the spell's duration expires. It is important to note that this will not protect the Druid from any area attacks such as Fireball; however, it will protect from physical magical attacks such as Magic Missile. @@ -10048,9 +9026,6 @@ - Creates 4 stone skins -From level 8 -- Creates 4 stone skins - From level 10 - Creates 5 stone skins @@ -10082,14 +9057,14 @@ When this spells is cast, the priest effectively draws on the strength of god and lends it to the target creature, in effect creating a champion. The target gains a bonus to THAC0 at a rate of 1 for every 3 levels of the caster. So a 9th level priest would confer a THAC0 bonus of 3 to the target, and so on. Also the target's Strength is set to 18/00 for the duration of the spell and receives all the bonuses to hit and damage rolls that this Strength confers. Note also that if the target's strength is above 18/00, it will actually be reduced to this value. The drawback to this is that the priest must concentrate on the connection between the target and god for the duration of the spell, hence losing the ability to cast any spells during this time. The effect lasts for 3 rounds for every level of the caster or until dispelled.
Champion's Strength +(Alteration) -School: Alteration Level: 5 Range: 12 meters -Duration: 3 rounds par niveau +Duration: 3 rounds/level Casting time: 2 Area of Effect: 1 creature -Saving Throw: TODO +Saving Throw: None When this spells is cast, the priest effectively draws on the strength ofgod and lends it to the target creature, in effect creating a champion. The target gains a bonus to THAC0 at a rate of 1 for every 3 levels of the caster. So a 9th level priest would confer a THAC0 bonus of 3 to the target, and so on. Also the target's Strength is set to 18/00 for the duration of the spell and receives all the bonuses to hit and damage rolls that this Strength confers. Note also that if the target's strength is above 18/00, it will actually be reduced to this value. @@ -10097,41 +9072,8 @@ STATISTICS: -- Change the Strength of the target to 18/00 -- Increases the THAC0 of the target by 3 - -From level 10 -- Increases the THAC0 of the target by 3 - -From level 11 -- Increases the THAC0 of the target by 3 - -From level 12 -- Increases the THAC0 of the target by 4 - -From level 13 -- Increases the THAC0 of the target by 4 - -From level 14 -- Increases the THAC0 of the target by 4 - -From level 15 -- Increases the THAC0 of the target by 5 - -From level 16 -- Increases the THAC0 of the target by 5 - -From level 17 -- Increases the THAC0 of the target by 5 - -From level 18 -- Increases the THAC0 of the target by 6 - -From level 19 -- Increases the THAC0 of the target by 6 - -From level 20 -- Increases the THAC0 of the target by 6
Chaotic Commands (Enchantment/Charm) @@ -10144,20 +9086,20 @@ Saving Throw: None Chaotic Commands renders a creature immune to magical commands. Charm, Command, Confusion, Domination, Sleep, Maze, and Spiritual Lock are all spells that fit into this category. This spell also protects the target from psionic blasts. This spell affects only 1 creature and lasts for the duration or until dispelled.
Chaotic Commands +(Enchantment) -School: Enchantment Level: 5 Range: 12 meters -Duration: 1 turn par niveau +Duration: 1 turn/level Casting time: 3 Area of Effect: 1 creature -Saving Throw: TODO +Saving Throw: None Chaotic Commands renders a creature immune to magical commands. Charm, Command, Confusion, Domination, Sleep, Maze, and Spiritual Lock are all spells that fit into this category. This spell also protects the target from psionic blasts. This spell affects only 1 creature and lasts for the duration or until dispelled. STATISTICS: -- Immune the target to charms, Feeblemindedness, paralysis, confusion, sleep and stun +- Immune the target to charms, Feeblemindedness, paralysis, sleep, stun and confusion - Immune the target to Maze spell
Magic Resistance (Alteration) @@ -10171,53 +9113,53 @@ Saving Throw: None When this spell is cast, the recipient receives a resistance to all magic. The resistance conferred is 2% per level of the caster, up to a maximum of 40% at 20th level. This resistance is set so that if the target already has more Magic Resistance than the priest would confer, it will actually lower it to the set value. This effect will last for the duration of the spell or until dispelled.
Magic Resistance +(Alteration) -School: Alteration Level: 5 Range: 3 meters -Duration: Special +Duration: 3 rounds + 1 round/level Casting time: 9 Area of Effect: 1 creature -Saving Throw: TODO +Saving Throw: None When this spell is cast, the recipient receives a resistance to all magic. The resistance conferred is 2% per level of the caster, up to a maximum of 40% at 20th level. This resistance is set so that if the target already has more Magic Resistance than the priest would confer, it will actually lower it to the set value. This effect will last for the duration of the spell or until dispelled. STATISTICS: -- Change the Magic Resistance of the target to 18 % for 12 rounds +- Change the Magic Resistance of the target to 18 % From level 10 -- Change the Magic Resistance of the target to 20 % for 13 rounds +- Change the Magic Resistance of the target to 20 % From level 11 -- Change the Magic Resistance of the target to 22 % for 14 rounds +- Change the Magic Resistance of the target to 22 % From level 12 -- Change the Magic Resistance of the target to 24 % for 15 rounds +- Change the Magic Resistance of the target to 24 % From level 13 -- Change the Magic Resistance of the target to 26 % for 16 rounds +- Change the Magic Resistance of the target to 26 % From level 14 -- Change the Magic Resistance of the target to 28 % for 17 rounds +- Change the Magic Resistance of the target to 28 % From level 15 -- Change the Magic Resistance of the target to 30 % for 18 rounds +- Change the Magic Resistance of the target to 30 % From level 16 -- Change the Magic Resistance of the target to 32 % for 19 rounds +- Change the Magic Resistance of the target to 32 % From level 17 -- Change the Magic Resistance of the target to 34 % for 2 turns +- Change the Magic Resistance of the target to 34 % From level 18 -- Change the Magic Resistance of the target to 36 % for 21 rounds +- Change the Magic Resistance of the target to 36 % From level 19 -- Change the Magic Resistance of the target to 38 % for 21 rounds +- Change the Magic Resistance of the target to 38 % From level 20 -- Change the Magic Resistance of the target to 40 % for 21 rounds
Cause Critical Wounds (Necromancy) @@ -10230,20 +9172,20 @@ Saving Throw: None This spell is the reverse of Cure Critical Wounds. Instead of healing the creature touched, it causes damage. On a successful touch from the priest, the spell inflicts 27 points of damage upon the target. The next attack that the priest makes will cause this effect; however,only has 2 rounds to make the attack before the spell fizzles. If the priest misses the target creature, the spell is wasted. There is no Saving Throw.
Cause Critical Wounds +(Necromancy) -School: Necromancy Level: 5 Range: Contact Duration: 15 seconds Casting time: 8 Area of Effect: Caster -Saving Throw: TODO +Saving Throw: None This spell is the reverse of Cure Critical Wounds. Instead of healing the creature touched, it causes damage. On a successful touch from the priest, the spell inflicts 27 points of damage upon the target. The next attack that the priest makes will cause this effect; however,only has 2 rounds to make the attack before the spell fizzles. If the priest misses the target creature, the spell is wasted. There is no Saving Throw. STATISTICS: -- Create a magical weapon (Cause Critical Wounds)
Slay Living (Necromancy) @@ -10256,20 +9198,20 @@ Saving Throw: Special Upon casting this spell, the priest has to touch an opponent in order to visit the effect upon them. An item is created upon casting. The next attack the priest makes, which must happen in the next 3 rounds, will use this item. If the first attack misses, the item disappears and the spell is wasted; however, if the attack succeeds, the victim automatically takes 2d6+9 damage. Also,must make a Save vs. Spell or be instantly killed. Slay Living can be dispelled if cast between the casting of this spell and the necessary attack.
Slay Living +(Necromancy) -School: Necromancy Level: 5 Range: Contact Duration: 3 rounds Casting time: 1 Area of Effect: Caster -Saving Throw: TODO +Saving Throw: None Upon casting this spell, the priest has to touch an opponent in order to visit the effect upon them. An item is created upon casting. The next attack the priest makes, which must happen in the next 3 rounds, will use this item. If the first attack misses, the item disappears and the spell is wasted; however, if the attack succeeds, the victim automatically takes 2d6+9 damage. Also,must make a Save vs. Spell or be instantly killed. Slay Living can be dispelled if cast between the casting of this spell and the necessary attack. STATISTICS: -- Create a magical weapon (Slay Living)
Greater Command (Enchantment/Charm) @@ -10282,20 +9224,20 @@ Saving Throw: Neg. As with the 1st-level spell Command, this spell enables the priest to command other creatures to "die" (sleep), except that the effects of this spell last 1 round per level of the caster. At the end of the round, the creature(s) awaken and are unharmed. The area of effect is similar to that of a Stinking Cloud or a Fireball.
Greater Command +(Enchantment) -School: Enchantment Level: 5 Range: 10,5 meters -Duration: 1 round par niveau +Duration: 1 round/level Casting time: 1 -Area of Effect: 1 creature -Saving Throw: TODO +Area of Effect: 1 créature et tout ennemi dans un rayon de 4,5 meters +Saving Throw: Special As with the 1st-level spell Command, this spell enables the priest to command other creatures to "die" (sleep), except that the effects of this spell last 1 round per level of the caster. At the end of the round, the creature(s) awaken and are unharmed. The area of effect is similar to that of a Stinking Cloud or a Fireball. STATISTICS: -- Renders the target unconscious (save vs. Spells neg.) (Inefficace contre les half elves and the elves)
Righteous Magic (Alteration) @@ -10308,66 +9250,65 @@ Saving Throw: None This is a powerful combat spell that enhances the priest's physical prowess, transforminginto a juggernaut of destruction. The effect adds 1 temporary Hit Point per level of the caster, adds 1 point of Strength every 3 levels of the caster (to a maximum of 25), and causes every successful hit to inflict maximum damage. The effects last for the duration of the spell or until dispelled.
Righteous Magic +(Alteration) -School: Alteration Level: 5 Range: Contact Duration: Special Casting time: 9 Area of Effect: Caster -Saving Throw: TODO +Saving Throw: None This is a powerful combat spell that enhances the priest's physical prowess, transforminginto a juggernaut of destruction. The effect adds 1 temporary Hit Point per level of the caster, adds 1 point of Strength every 3 levels of the caster (to a maximum of 25), and causes every successful hit to inflict maximum damage. The effects last for the duration of the spell or until dispelled. STATISTICS: -- Minimum damage: +20 for 9 rounds (not cumulative) +- Hit points: +1/level/20 for 9 rounds (not cumulative) - Strength: +3 for 9 rounds (not cumulative) -- Hit points: +9 for 9 rounds (not cumulative) +- Minimum damage: +20 for 9 rounds (not cumulative) From level 10 - Strength: +3 for 1 turn (not cumulative) -- Hit points: +10 for 1 turn (not cumulative) +- Minimum damage: +20 for 1 turn (not cumulative) From level 11 - Strength: +3 for 11 rounds (not cumulative) -- Hit points: +11 for 11 rounds (not cumulative) From level 12 - Strength: +4 for 12 rounds (not cumulative) -- Hit points: +12 for 12 rounds (not cumulative) +- Minimum damage: +20 for 12 rounds (not cumulative) From level 13 - Strength: +4 for 13 rounds (not cumulative) -- Hit points: +13 for 13 rounds (not cumulative) +- Minimum damage: +20 for 13 rounds (not cumulative) From level 14 - Strength: +4 for 14 rounds (not cumulative) -- Hit points: +14 for 14 rounds (not cumulative) +- Minimum damage: +20 for 14 rounds (not cumulative) From level 15 - Strength: +5 for 15 rounds (not cumulative) -- Hit points: +15 for 15 rounds (not cumulative) +- Minimum damage: +20 for 15 rounds (not cumulative) From level 16 - Strength: +5 for 16 rounds (not cumulative) -- Hit points: +16 for 16 rounds (not cumulative) +- Minimum damage: +20 for 16 rounds (not cumulative) From level 17 - Strength: +5 for 17 rounds (not cumulative) -- Hit points: +17 for 17 rounds (not cumulative) +- Minimum damage: +20 for 17 rounds (not cumulative) From level 18 - Strength: +6 for 18 rounds (not cumulative) -- Hit points: +18 for 18 rounds (not cumulative) +- Minimum damage: +20 for 18 rounds (not cumulative) From level 19 - Strength: +6 for 19 rounds (not cumulative) -- Hit points: +19 for 19 rounds (not cumulative) +- Minimum damage: +20 for 19 rounds (not cumulative) From level 20 - Strength: +6 for 2 turns (not cumulative) -- Hit points: +20 for 2 turns (not cumulative)
Mass Cure (Necromancy) @@ -10380,64 +9321,41 @@ Saving Throw: None When casting this spell, the priest must picture the faces offellow party members clearly and focus on the unity of the group. Upon completion, all party members within a 15-ft. radius of the caster are healed 1d8 + 1/level Hit Points. Curing is permanent only insofar as the creature does not sustain further damage; caused wounds will heal—or can be cured—just as any normal injury.
Mass Cure +(Necromancy) -School: Necromancy Level: 5 Range: Contact Duration: Instant Casting time: 5 -Area of Effect: 4,5 meters' radius around the caster -Saving Throw: TODO +Area of Effect: Allies within a 4,5 meters radius around of the caster +Saving Throw: None When casting this spell, the priest must picture the faces offellow party members clearly and focus on the unity of the group. Upon completion, all party members within a 15-ft. radius of the caster are healed 1d8 + 1/level Hit Points. Curing is permanent only insofar as the creature does not sustain further damage; caused wounds will heal—or can be cured—just as any normal injury. STATISTICS: -- Heals 1d8 +9 hit points to the target -- Sobering up the target - -From level 10 -- Heals 1d8 +10 hit points to the target +- Heals 1d8 + 1 hit point/level/20 to the target - Sobering up the target From level 11 -- Heals 1d8 +11 hit points to the target - Sobering up the party's members From level 12 -- Heals 1d8 +12 hit points to the target - Sobering up the target From level 13 -- Heals 1d8 +13 hit points to the target - Sobering up the target From level 14 -- Heals 1d8 +14 hit points to the target -- Sobering up the target - -From level 15 -- Heals 1d8 +15 hit points to the target -- Sobering up the target - -From level 16 -- Heals 1d8 +16 hit points to the target -- Sobering up the target - -From level 17 -- Heals 1d8 +17 hit points to the target - Sobering up the target From level 18 -- Heals 1d8 +18 hit points to the target - Sobering up the party's members From level 19 -- Heals 1d8 +19 hit points to the target - Sobering up the target From level 20 -- Heals 1d8 +20 hit points to the target - Sobering up the party's members
Repulse Undead (Abjuration) @@ -10450,20 +9368,20 @@ Saving Throw: None This powerful spell creates waves of anti-negative energy that sweep outward from the caster. These waves disrupt any undead that attempt to attack the caster, pushing them away from the caster for several seconds. There is one wave per round for the duration of the spell. All undead are affected with no Saving Throw.
Repulse Undead +(Abjuration) -School: Abjuration Level: 5 Range: Contact Duration: 11 rounds Casting time: 5 -Area of Effect: 2,5 meters' radius around the caster -Saving Throw: TODO +Area of Effect: Le lanceur et toute créature dans un rayon de 2,5 meters +Saving Throw: None This powerful spell creates waves of anti-negative energy that sweep outward from the caster. These waves disrupt any undead that attempt to attack the caster, pushing them away from the caster for several seconds. There is one wave per round for the duration of the spell. All undead are affected with no Saving Throw. STATISTICS: -- When the target is less than 3 meters; Cast Repulse Undead on the wearer (not cumulative) (not cumulative)
Repulse Undead (Abjuration) @@ -10475,21 +9393,20 @@ Saving Throw: None This powerful spell creates waves of anti-negative energy that sweep outward from the caster. These waves disrupt any undead that attempt to attack the caster, pushing them away from the caster for several seconds. There is one wave per round for the duration of the spell. All undead are affected with no Saving Throw.
Repulse Undead +(Abjuration) -School: Abjuration Level: 5 Range: 3 meters Duration: 3 seconds Casting time: 5 -Area of Effect: 1 creature -Saving Throw: TODO +Area of Effect: 1 créature et toute créature dans un rayon de 2,5 meters +Saving Throw: None This powerful spell creates waves of anti-negative energy that sweep outward from the caster. These waves disrupt any undead that attempt to attack the caster, pushing them away from the caster for several seconds. There is one wave per round for the duration of the spell. All undead are affected with no Saving Throw. STATISTICS: -- Knock down the undead (Inefficace contre les the wearer) (Inefficace contre les the wearer) -- (Inefficace contre les the wearer)
Pixie Dust (Illusion/Phantasm) @@ -10504,14 +9421,14 @@ This spell creates a small handful of pixie dust that the caster can use to toss into the air. Any ally hit by the dust becomes invisible (the range of the dust is about 15 ft.). Of course, the invisible creature is not magically silenced, and certain other conditions can render the creature detectable. Even allies cannot see the invisible creature or its gear, unless these allies can normally see invisible things or employ magic to do so. Items dropped or put down by the invisible creature become visible; items picked up disappear if tucked into the clothing or pouches worn by the creature. The spell remains in effect until it is magically broken or dispelled, until the caster or recipient cancels it, until the recipient attacks any creature, or until 24 hours have passed. Thus, the invisible being can walk around and cast defensive spells; however, ifattacks, immediately becomes visible, although the invisibility enables to attack first.
Pixie Dust +(Illusion) -School: Illusion Level: 5 Range: Contact Duration: 1 day Casting time: 9 -Area of Effect: 4,5 meters' radius around the caster -Saving Throw: TODO +Area of Effect: Allies within a 4,5 meters radius around of the caster +Saving Throw: None This spell creates a small handful of pixie dust that the caster can use to toss into the air. Any ally hit by the dust becomes invisible (the range of the dust is about 15 ft.). Of course, the invisible creature is not magically silenced, and certain other conditions can render the creature detectable. Even allies cannot see the invisible creature or its gear, unless these allies can normally see invisible things or employ magic to do so. Items dropped or put down by the invisible creature become visible; items picked up disappear if tucked into the clothing or pouches worn by the creature. @@ -10532,22 +9449,22 @@ Saving Throw: Special When this spell is cast by the priest, a horde of creeping, hopping, and flying insects gather and swarm. This swarm will jump first to the enemy target, then to the nearest allies of the target's, until up to 6 creatures have been affected. Spellcasting within the swarm is impossible (100% chance of spell failure). Creatures in the insect plague sustain 1 point of damage every 2 seconds they remain within regardless of their Armor Class, due to the bites and stings of the insects. Invisibility is no protection. Due to the suffocating nature of the writhing insect swarm, each victim must make a Saving Throw vs. Breath Weapon or run away in fear for 1 round.
Insect Plague +(Conjuration) -School: Conjuration Level: 5 Range: 12 meters -Duration: 6 rounds +Duration: Special Casting time: 5 -Area of Effect: 1 creature -Saving Throw: TODO +Area of Effect: 1 créature et tout ennemi dans un rayon de 4,5 meters +Saving Throw: Special When this spell is cast by the priest, a horde of creeping, hopping, and flying insects gather and swarm. This swarm will jump first to the enemy target, then to the nearest allies of the target's, until up to 6 creatures have been affected. Spellcasting within the swarm is impossible (100% chance of spell failure). Creatures in the insect plague sustain 1 point of damage every 2 seconds they remain within regardless of their Armor Class, due to the bites and stings of the insects. Invisibility is no protection. Due to the suffocating nature of the writhing insect swarm, each victim must make a Saving Throw vs. Breath Weapon or run away in fear for 1 round. STATISTICS: - Inflicts 1 piercing damage to the target, every 2 seconds -- 100 % of spellcasting failure (wizard and priest) for the target -- Inflicts Horror on the target (save vs. Breath neg.)
Recall Spirit (Necromancy) @@ -10560,14 +9477,14 @@ Saving Throw: None The shaman calls back a deceased person's spirit if it still lingers near the body. By casting this spell, the Shaman reconnects the spirit to its body and restores the person to life with 1 Hit Point. Natural healing or curative magic can restore the rest of the target's vitality.
Recall Spirit +(Necromancy) -School: Necromancy Level: 5 Range: 9 meters Duration: Instant Casting time: 9 -Area of Effect: 3 -Saving Throw: TODO +Area of Effect: 1 creature +Saving Throw: None The shaman calls back a deceased person's spirit if it still lingers near the body. By casting this spell, the Shaman reconnects the spirit to its body and restores the person to life with 1 Hit Point. Natural healing or curative magic can restore the rest of the target's vitality. @@ -10579,7 +9496,7 @@ - Dispels and protects from effects of the spell Contingency on the target - Dispels and protects from effects of the spell Spell Sequencer on the target - Dispels and protects from effects of the spell Spell Trigger on the target - - Dispels and protects from effects of the spell Chain Contingency on the target (Effectif contre les dead)
Aerial Servant (Conjuration/Summoning) @@ -10592,14 +9509,14 @@ Saving Throw: None This spell summons an Aerial Servant to do the caster's bidding for the duration of the spell. The servant will attack any enemies that the caster decides, staying until the duration of the spell expires or it is slain.
Aerial Servant +(Conjuration) -School: Conjuration Level: 6 Range: 6 meters -Duration: 1 turn par niveau +Duration: 1 turn/level Casting time: 9 -Area of Effect: Point dans le champ visuel du lanceur -Saving Throw: TODO +Area of Effect: Point in the visual range of the caster +Saving Throw: None This spell summons an Aerial Servant to do the caster's bidding for the duration of the spell. The servant will attack any enemies that the caster decides, staying until the duration of the spell expires or it is slain. @@ -10618,14 +9535,14 @@ Saving Throw: None By means of this spell, the caster calls 2 or 3 animals that have 12 Hit Dice or less. Only animals within visual range of the caster at the time the spell is cast will come. The summoned animals aid the caster by whatever means they possess, staying until they are slain or the spell's duration expires. Only normal- or giant-sized animals can be summoned.
Animal Summoning III +(Conjuration) -School: Conjuration Level: 6 Range: 36,5 meters Duration: 4 turns Casting time: 9 -Area of Effect: Point dans le champ visuel du lanceur -Saving Throw: TODO +Area of Effect: Point in the visual range of the caster +Saving Throw: None By means of this spell, the caster calls 2 or 3 animals that have 12 Hit Dice or less. Only animals within visual range of the caster at the time the spell is cast will come. The summoned animals aid the caster by whatever means they possess, staying until they are slain or the spell's duration expires. Only normal- or giant-sized animals can be summoned. @@ -10644,20 +9561,20 @@ Saving Throw: Special The priest employs this spell to set up a wall of circling, razor-sharp blades. These whirl and flash around the caster, creating an impenetrable barrier. Any creature attempting to pass through the Blade Barrier suffers 8d8 points of damage. Creatures within the area of the barrier when it is invoked are entitled to a Saving Throw vs. Spell to negate the damage. The barrier remains for 1 turn.
Blade Barrier +(Invocation) -School: Invocation Level: 6 Range: Contact Duration: 62 seconds Casting time: 9 Area of Effect: Caster -Saving Throw: TODO +Saving Throw: None The priest employs this spell to set up a wall of circling, razor-sharp blades. These whirl and flash around the caster, creating an impenetrable barrier. Any creature attempting to pass through the Blade Barrier suffers 8d8 points of damage. Creatures within the area of the barrier when it is invoked are entitled to a Saving Throw vs. Spell to negate the damage. The barrier remains for 1 turn. STATISTICS: -- When the target is less than 1 meter; Cast Blade Barrier on the wearer (not cumulative) (not cumulative)
Blade Barrier (Evocation) @@ -10670,14 +9587,14 @@ Saving Throw: Special The priest employs this spell to set up a wall of circling, razor-sharp blades. These whirl and flash around the caster, creating an impenetrable barrier. Any creature attempting to pass through the Blade Barrier suffers 8d8 points of damage. Creatures within the area of the barrier when it is invoked are entitled to a Saving Throw vs. Spell to negate the damage. The barrier remains for 1 turn.
Blade Barrier +(Invocation) -School: Invocation Level: 6 Range: 2 meters Duration: Instant Casting time: 9 -Area of Effect: 1 creature -Saving Throw: TODO +Area of Effect: 1 meter' radius around %theTarget% +Saving Throw: Neg. The priest employs this spell to set up a wall of circling, razor-sharp blades. These whirl and flash around the caster, creating an impenetrable barrier. Any creature attempting to pass through the Blade Barrier suffers 8d8 points of damage. Creatures within the area of the barrier when it is invoked are entitled to a Saving Throw vs. Spell to negate the damage. The barrier remains for 1 turn. @@ -10696,14 +9613,14 @@ Saving Throw: None This spell allows the caster to summon forth and control 1 or 2 massive mountain bears. The bears will respond to the caster's every whim for the duration of the spell.
Conjure Animals +(Conjuration) -School: Conjuration Level: 6 Range: 9 meters Duration: 4 turns Casting time: 9 -Area of Effect: Point dans le champ visuel du lanceur -Saving Throw: TODO +Area of Effect: Point in the visual range of the caster +Saving Throw: None This spell allows the caster to summon forth and control 1 or 2 massive mountain bears. The bears will respond to the caster's every whim for the duration of the spell. @@ -10722,14 +9639,14 @@ Saving Throw: None Upon casting a Conjure Fire Elemental spell, the caster opens a special gate to the Elemental Plane of Fire, and a fire elemental is summoned in the vicinity of the caster. There is a 60% chance that a 12-Hit-Dice elemental appears; a 35% chance that a 16-Hit-Dice elemental appears; and a 5% chance that a 24-Hit-Dice elemental appears. The elemental will do the bidding of the caster until it is slain or the duration of the spell runs out. All the commands given to the elemental are done telepathically, so there is no time lost due to miscommunication and no need to know the language of the summoned creature. Unlike Mages, priests do not have to engage in a battle of the minds to control their elemental.
Conjure Fire Elemental +(Conjuration) -School: Conjuration Level: 6 Range: 10,5 meters -Duration: 1 turn par niveau +Duration: 1 turn/level Casting time: 9 -Area of Effect: Point dans le champ visuel du lanceur -Saving Throw: TODO +Area of Effect: Point in the visual range of the caster +Saving Throw: None Upon casting a Conjure Fire Elemental spell, the caster opens a special gate to the Elemental Plane of Fire, and a fire elemental is summoned in the vicinity of the caster. There is a 60% chance that a 12-Hit-Dice elemental appears; a 35% chance that a 16-Hit-Dice elemental appears; and a 5% chance that a 24-Hit-Dice elemental appears. The elemental will do the bidding of the caster until it is slain or the duration of the spell runs out. All the commands given to the elemental are done telepathically, so there is no time lost due to miscommunication and no need to know the language of the summoned creature. Unlike Mages, priests do not have to engage in a battle of the minds to control their elemental. @@ -10750,14 +9667,14 @@ Saving Throw: 1/2 Casting the Fire Seed spell creates 4 fire seeds that will appear in the caster's inventory. The seeds will remain in existence for 3 turns after the spell is cast. If they are thrown at an enemy, a fireball will ensue, causing 2d8 points of damage to all within a 7-ft. radius unless they make a Saving Throw vs. Spell for half damage.
Fire Seeds +(Conjuration) -School: Conjuration Level: 6 Range: Contact Duration: 3 turns Casting time: 9 Area of Effect: Caster -Saving Throw: TODO +Saving Throw: None Casting the Fire Seed spell creates 4 fire seeds that will appear in the caster's inventory. The seeds will remain in existence for 3 turns after the spell is cast. If they are thrown at an enemy, a fireball will ensue, causing 2d8 points of damage to all within a 7-ft. radius unless they make a Saving Throw vs. Spell for half damage. @@ -10776,14 +9693,14 @@ Saving Throw: None The very potent Heal spell enables the priest to wipe away disease and injury in the creature who receives the benefits of the spell. It completely cures all disease and blindness in the recipient and heals all points of damage suffered due to wounds or injury. It also dispels a Feeblemind spell and cures those mental disorders caused by spells or injury to the brain. Naturally, the effects can be negated by later wounds, injuries, and diseases.
Heal +(Necromancy) -School: Necromancy Level: 6 Range: 3 meters Duration: Instant Casting time: 9 Area of Effect: 1 creature -Saving Throw: TODO +Saving Throw: None The very potent Heal spell enables the priest to wipe away disease and injury in the creature who receives the benefits of the spell. It completely cures all disease and blindness in the recipient and heals all points of damage suffered due to wounds or injury. It also dispels a Feeblemind spell and cures those mental disorders caused by spells or injury to the brain. Naturally, the effects can be negated by later wounds, injuries, and diseases. @@ -10811,20 +9728,20 @@ Saving Throw: None This spell is the reverse of Heal. Instead of healing the creature touched, it causes damage. On a successful touch from the priest, the spell reduces the target to 1 Hit Point. The next attack that the priest makes will inflict this effect; however,only has 2 rounds to make the attack before the spell fizzles. If the priest misses the target creature, the spell is wasted. There is no Saving Throw.
Harm +(Necromancy) -School: Necromancy Level: 6 Range: Contact Duration: 15 seconds Casting time: 9 Area of Effect: Caster -Saving Throw: TODO +Saving Throw: None This spell is the reverse of Heal. Instead of healing the creature touched, it causes damage. On a successful touch from the priest, the spell reduces the target to 1 Hit Point. The next attack that the priest makes will inflict this effect; however,only has 2 rounds to make the attack before the spell fizzles. If the priest misses the target creature, the spell is wasted. There is no Saving Throw. STATISTICS: -- Create a magical weapon (Harm)
False Dawn (Evocation) @@ -10837,22 +9754,21 @@ Saving Throw: None False Dawn calls into existence a bright reddish light, as if a sunrise were occurring, within the area of effect. All undead creatures within a False Dawn suffer 6d6 points of damage. There is no Saving Throw. Affected undead also act confused on the round after the False Dawn appears.
False Dawn +(Invocation) -School: Invocation Level: 6 Range: Contact Duration: 2 rounds Casting time: 9 -Area of Effect: 4,5 meters' radius around the caster -Saving Throw: TODO +Area of Effect: Le lanceur et toute créature dans un rayon de 4,5 meters +Saving Throw: None False Dawn calls into existence a bright reddish light, as if a sunrise were occurring, within the area of effect. All undead creatures within a False Dawn suffer 6d6 points of damage. There is no Saving Throw. Affected undead also act confused on the round after the False Dawn appears. STATISTICS: -- Inflicts 6d6 fire damage to the target (Effectif contre les undead. Inefficace contre les the wearer) -- Confusing to the target (Effectif contre les undead. Inefficace contre les the wearer) (Effectif contre les undead. Inefficace contre les the wearer) -- (Effectif contre les undead. Inefficace contre les the wearer)
Dolorous Decay (Alteration, Necromancy) @@ -10865,21 +9781,21 @@ Saving Throw: Special This spell affects a single living creature. Dolorous Decay is a rotting and withering of the body that spreads throughout the afflicted creature quickly. The target creature will automatically be slowed for 2 rounds. Furthermore, if the target fails a Saving Throw vs. Poison with a -2 penalty,will suffer 1 point of damage per second until a total of 50 points of damage are inflicted.
Dolorous Decay +(Alteration) -School: Alteration Level: 6 Range: 6 meters -Duration: 2 rounds +Duration: Special Casting time: 1 Area of Effect: 1 creature -Saving Throw: TODO +Saving Throw: Special This spell affects a single living creature. Dolorous Decay is a rotting and withering of the body that spreads throughout the afflicted creature quickly. The target creature will automatically be slowed for 2 rounds. Furthermore, if the target fails a Saving Throw vs. Poison with a -2 penalty,will suffer 1 point of damage per second until a total of 50 points of damage are inflicted. STATISTICS: -- Slows the target (Inefficace contre les undead, the golems and the creatures immune to poisons) -- Poisons the target, inflicting 1 damage per second (save vs. Death at -2 neg.) (Inefficace contre les undead, the golems and the creatures immune to poisons)
Wondrous Recall (Alteration) @@ -10892,14 +9808,14 @@ Saving Throw: None This spell enables the caster to bring back to memory 2 spells that have been previously cast. If no spells have been cast yet, nothing happens. Wondrous Recall cannot recall 6th-level or higher spells.
Wondrous Recall +(Alteration) -School: Alteration Level: 6 Range: Contact Duration: Instant Casting time: 9 Area of Effect: Caster -Saving Throw: TODO +Saving Throw: None This spell enables the caster to bring back to memory 2 spells that have been previously cast. If no spells have been cast yet, nothing happens. Wondrous Recall cannot recall 6th-level or higher spells. @@ -10923,14 +9839,14 @@ Elemental planes 3d4 Undead creatures 8d6 Fiends 10d6
Bolt of Glory +(Invocation) -School: Invocation Level: 6 Range: 12 meters Duration: Instant Casting time: 9 Area of Effect: 1 creature -Saving Throw: TODO +Saving Throw: None By casting this spell, the priest channels a bolt of divine energy against the target. No attack roll is needed. Creatures struck suffer varying damage, depending on their plane of origin: Creature Type Damage @@ -10941,10 +9857,10 @@ STATISTICS: -- Inflicts 8d6 magic damage vs. undead (Inefficace contre les solars, the planetars and the aasimars) (Inefficace contre les solars, the planetars and the aasimars) -- Inflicts 6d6 magic damage to the target (Inefficace contre les solars, the planetars, the aasimars, the undead, the elementals, the genies, the githyankis, the tieffelins, the salamanders, the demons, the imps, the antisolars and the dark planetars) (Inefficace contre les solars, the planetars, the aasimars, the undead, the elementals, the genies, the githyankis, the tieffelins, the salamanders, the demons, the imps, the antisolars and the dark planetars) -- Inflicts 3d4 magic damage vs. elementals, the genies, the githyankis, the tieffelins and the salamanders (Inefficace contre les solars, the planetars, the aasimars and the undead) (Inefficace contre les solars, the planetars, the aasimars and the undead) -- Inflicts 10d6 magic damage vs. demons, the imps, the antisolars and the dark planetars (Inefficace contre les solars, the planetars, the aasimars, the undead, the elementals, the genies, the githyankis, the tieffelins and the salamanders) (Inefficace contre les solars, the planetars, the aasimars, the undead, the elementals, the genies, the githyankis, the tieffelins and the salamanders)
Physical Mirror (Alteration) @@ -10957,14 +9873,14 @@ Saving Throw: None This spell causes a localized folding of space. The folded space takes the form of an invisible disk that protects the caster. Any missile weapon that intersects this disk is instantaneously reversed in direction. Melee factors such as speed, range, and damage are unaffected; the direction of the object or force is simply rotated through a 180-degree arc. The sender of the missile findsself the target of own attack. The caster of the mirror may direct missile attacks normally through the space occupied by the mirror.
Physical Mirror +(Alteration) -School: Alteration Level: 6 Range: Contact Duration: 9 rounds Casting time: 6 Area of Effect: Caster -Saving Throw: TODO +Saving Throw: None This spell causes a localized folding of space. The folded space takes the form of an invisible disk that protects the caster. Any missile weapon that intersects this disk is instantaneously reversed in direction. Melee factors such as speed, range, and damage are unaffected; the direction of the object or force is simply rotated through a 180-degree arc. The sender of the missile findsself the target of own attack. The caster of the mirror may direct missile attacks normally through the space occupied by the mirror. @@ -10985,14 +9901,14 @@ When the spell is completed, it creates a glowing stone. This gem must be immediately thrown at an opponent, for it quickly becomes too hot to hold. It is not possible for the priest to give the stone to another character to throw. The priest must make an attack roll with +3 bonus and no penalty for lack of weapon proficiency. In addition, the glowing gem can be used to strike any creature, even those hit only by magical weapons, although there is no damage bonus. When it hits, the gem bursts with a brilliant, searing flash that causes 6d6 points of fire damage to the target and blinds for 1d6 rounds. The victim is allowed a Saving Throw vs. Spell for half damage and to avoid being blinded. Undead creatures suffer 12d6 points of fire damage and are blinded for 12 rounds (if applicable) upon a failed Saving Throw; otherwise, they receive 9d6 points of damage and are blinded for 6 rounds.
Sol's Searing Orb +(Invocation) -School: Invocation Level: 6 Range: Contact Duration: 15 seconds Casting time: 6 Area of Effect: Caster -Saving Throw: TODO +Saving Throw: None When the spell is completed, it creates a glowing stone. This gem must be immediately thrown at an opponent, for it quickly becomes too hot to hold. It is not possible for the priest to give the stone to another character to throw. The priest must make an attack roll with +3 bonus and no penalty for lack of weapon proficiency. In addition, the glowing gem can be used to strike any creature, even those hit only by magical weapons, although there is no damage bonus. @@ -11000,7 +9916,7 @@ STATISTICS: -- Create a magical weapon (Searing Orb)
Spiritual Lock (Enchantment) @@ -11013,21 +9929,21 @@ Saving Throw: Negates The target of Spiritual Lock must Save vs. Spell with a -2 penalty or have its mind temporarily sealed away within the spirit world. During this time, the victim is unable to perform any actions that require conscious thought such as attacking, using items, or casting spells. Spirits, fey creatures, elementals, and spectral undead Save vs. Spell with a -4 penalty instead of -2. Spiritual Lock is blocked by spells and abilities that protect against feeblemind effects.
Spiritual Lock +(Enchantment) -School: Enchantment Level: 6 Range: 12 meters Duration: Special Casting time: 5 Area of Effect: 1 creature -Saving Throw: TODO +Saving Throw: Special The target of Spiritual Lock must Save vs. Spell with a -2 penalty or have its mind temporarily sealed away within the spirit world. During this time, the victim is unable to perform any actions that require conscious thought such as attacking, using items, or casting spells. Spirits, fey creatures, elementals, and spectral undead Save vs. Spell with a -4 penalty instead of -2. Spiritual Lock is blocked by spells and abilities that protect against feeblemind effects. STATISTICS: -- Reduces saving throws vs. Spells of the fairies, of shadows, of spectres, of spectral trolls, of wraith, of elementals, of spectral undead and of spirits by 2 for 1 second (Inefficace contre les créatures sous l'effet de Ordres chaotiques, the créatures sous l'effet de Rage du barbare, the créatures sous l'effet de Rage du berserker, the créatures sous l'effet de Furie, the créatures sous l'effet de une potion de clarté and the swords) (Inefficace contre les créatures sous l'effet de Ordres chaotiques, the créatures sous l'effet de Rage du barbare, the créatures sous l'effet de Rage du berserker, the créatures sous l'effet de Furie, the créatures sous l'effet de une potion de clarté and the swords) -- Inflicts Feeblemindedness on the target for 21 rounds (save vs. Spells at -2 neg.) (Inefficace contre les créatures sous l'effet de Ordres chaotiques, the créatures sous l'effet de Rage du barbare, the créatures sous l'effet de Rage du berserker, the créatures sous l'effet de Furie, the créatures sous l'effet de une potion de clarté and the swords)
Blade Barrier (Evocation) @@ -11040,20 +9956,20 @@ Saving Throw: Special The priest employs this spell to set up a wall of circling, razor-sharp blades. These whirl and flash around the caster, creating an impenetrable barrier. Any creature attempting to pass through the Blade Barrier suffers 8d8 points of damage. Creatures within the area of the barrier when it is invoked are entitled to a Saving Throw vs. Spell to negate the damage. The barrier remains for 1 turn.
Blade Barrier +(Invocation) -School: Invocation Level: 6 Range: Contact Duration: 62 seconds Casting time: 9 Area of Effect: Caster -Saving Throw: TODO +Saving Throw: None The priest employs this spell to set up a wall of circling, razor-sharp blades. These whirl and flash around the caster, creating an impenetrable barrier. Any creature attempting to pass through the Blade Barrier suffers 8d8 points of damage. Creatures within the area of the barrier when it is invoked are entitled to a Saving Throw vs. Spell to negate the damage. The barrier remains for 1 turn. STATISTICS: -- When the target is less than 1 meter; Cast Blade Barrier on the wearer (not cumulative) (not cumulative)
Blade Barrier (Evocation) @@ -11066,14 +9982,14 @@ Saving Throw: Special The priest employs this spell to set up a wall of circling, razor-sharp blades. These whirl and flash around the caster, creating an impenetrable barrier. Any creature attempting to pass through the Blade Barrier suffers 8d8 points of damage. Creatures within the area of the barrier when it is invoked are entitled to a Saving Throw vs. Spell to negate the damage. The barrier remains for 1 turn.
Blade Barrier +(Invocation) -School: Invocation Level: 6 Range: 1 meter Duration: Instant Casting time: 0 -Area of Effect: 1 creature -Saving Throw: TODO +Area of Effect: Enemies within a 6 meters radius around of the target +Saving Throw: Neg. The priest employs this spell to set up a wall of circling, razor-sharp blades. These whirl and flash around the caster, creating an impenetrable barrier. Any creature attempting to pass through the Blade Barrier suffers 8d8 points of damage. Creatures within the area of the barrier when it is invoked are entitled to a Saving Throw vs. Spell to negate the damage. The barrier remains for 1 turn. @@ -11092,14 +10008,14 @@ Saving Throw: None This spell is the reverse of Heal. Instead of healing the creature touched, it causes damage. On a successful touch from the priest, the spell reduces the target to 1 Hit Point. The next attack that the priest makes will inflict this effect; however,only has 2 rounds to make the attack before the spell fizzles. If the priest misses the target creature, the spell is wasted. There is no Saving Throw.
Harm +(Necromancy) -School: Necromancy Level: 6 Range: 3 meters Duration: Instant Casting time: 8 Area of Effect: 1 creature -Saving Throw: TODO +Saving Throw: None This spell is the reverse of Heal. Instead of healing the creature touched, it causes damage. On a successful touch from the priest, the spell reduces the target to 1 Hit Point. The next attack that the priest makes will inflict this effect; however,only has 2 rounds to make the attack before the spell fizzles. If the priest misses the target creature, the spell is wasted. There is no Saving Throw. @@ -11118,14 +10034,14 @@ Saving Throw: None This powerful abjuration spell causes the spells cast against the priest to be absorbed and consumed. This affects a total of spell levels equal to half the level of the caster. This includes spells cast from scrolls and innate spell-like abilities, but excludes the following: area effects that are not centered directly upon the priest, as well as area effects that are stationary such as Cloudkill and Stinking Cloud. As long as the spell is cast directly at the priest, it will be absorbed provided that there are spell levels remaining. For example, if there is only 1 level left and a 3rd-level spell is cast at the priest, the spell will be absorbed while canceling the shield. This also works against Dispel Magic.
Shield of the Archons +(Abjuration) -School: Abjuration Level: 7 Range: Contact -Duration: 3 rounds par niveau +Duration: 3 rounds/level Casting time: 9 Area of Effect: Caster -Saving Throw: TODO +Saving Throw: None This powerful abjuration spell causes the spells cast against the priest to be absorbed and consumed. This affects a total of spell levels equal to half the level of the caster. This includes spells cast from scrolls and innate spell-like abilities, but excludes the following: area effects that are not centered directly upon the priest, as well as area effects that are stationary such as Cloudkill and Stinking Cloud. As long as the spell is cast directly at the priest, it will be absorbed provided that there are spell levels remaining. For example, if there is only 1 level left and a 3rd-level spell is cast at the priest, the spell will be absorbed while canceling the shield. This also works against Dispel Magic. @@ -11134,22 +10050,12 @@ - Immunise jusqu'à 7 niveaux de sorts parmi ceux de 1st, 2nd, 4th, 5th, 6th, 7th, 8th and 9th niveau - Immunise jusqu'à 9 niveaux de sorts parmi ceux de 3rd niveau -From level 15 -- Immunise jusqu'à 7 niveaux de sorts parmi ceux de 1st, 2nd, 4th, 5th, 6th, 7th, 8th and 9th niveau -- Immunise jusqu'à 9 niveaux de sorts parmi ceux de 3rd niveau - From level 16 - Immunise jusqu'à 8 niveaux de sorts -From level 17 -- Immunise jusqu'à 8 niveaux de sorts - From level 18 - Immunise jusqu'à 9 niveaux de sorts -From level 19 -- Immunise jusqu'à 9 niveaux de sorts - From level 20 - Immunise jusqu'à 10 niveaux de sorts
Conjure Earth Elemental @@ -11164,14 +10070,14 @@ Saving Throw: None Upon casting a Conjure Earth Elemental spell, the caster opens a special gate to the Elemental Plane of Earth, and an earth elemental is summoned in the vicinity of the caster. There is a 60% chance that a 12-Hit-Dice elemental appears, a 35% chance that a 16-Hit-Dice elemental appears, and a 5% chance that a 24-Hit-Dice elemental appears. All of the commands given to the elemental are done telepathically, so there is no time lost due to miscommunication, and it is not necessary to know the language of the summoned creature. Unlike Mages, priests do not have to engage in a battle of the minds to control their summoned elemental.
Conjure Earth Elemental +(Conjuration) -School: Conjuration Level: 7 Range: 10,5 meters -Duration: 1 turn par niveau +Duration: 1 turn/level Casting time: 9 -Area of Effect: Point dans le champ visuel du lanceur -Saving Throw: TODO +Area of Effect: Point in the visual range of the caster +Saving Throw: None Upon casting a Conjure Earth Elemental spell, the caster opens a special gate to the Elemental Plane of Earth, and an earth elemental is summoned in the vicinity of the caster. There is a 60% chance that a 12-Hit-Dice elemental appears, a 35% chance that a 16-Hit-Dice elemental appears, and a 5% chance that a 24-Hit-Dice elemental appears. All of the commands given to the elemental are done telepathically, so there is no time lost due to miscommunication, and it is not necessary to know the language of the summoned creature. Unlike Mages, priests do not have to engage in a battle of the minds to control their summoned elemental. @@ -11192,14 +10098,14 @@ Saving Throw: None By means of this spell, the caster calls an outer planar creature—the pit fiend—to attackfoes as well as self, if 's not careful. The caster must use a Protection From Evil spell on self (and comrades) to keep the devil from noticing . If the caster fails to protect self in this manner, the pit fiend will tear the caster and companions apart piece by piece, then feast on the remains.
Gate +(Conjuration) -School: Conjuration Level: 7 Range: 9 meters Duration: 200 seconds Casting time: 5 -Area of Effect: Point dans le champ visuel du lanceur -Saving Throw: TODO +Area of Effect: Point in the visual range of the caster +Saving Throw: None By means of this spell, the caster calls an outer planar creature—the pit fiend—to attackfoes as well as self, if 's not careful. The caster must use a Protection From Evil spell on self (and comrades) to keep the devil from noticing . If the caster fails to protect self in this manner, the pit fiend will tear the caster and companions apart piece by piece, then feast on the remains. @@ -11218,14 +10124,14 @@ Saving Throw: Neg. When this spell is cast, the caster appears to undergo a remarkable transformation. The caster becomes the very ideal of beauty: For a male, this is usually a nymph; for a female, it varies. As with a nymph, anyone viewing the disguised caster must make a Saving Throw vs. Spell with +3 bonus or die of longing for the denied illusion. Even if the Saving Throw is successful, hapless viewers of the transformed Druid are all instantly smitten with permanent blindness (until dispelled). The transformation is instantaneous, but lasts only seconds, affecting those near the caster (excluding fellow party members).
Nature's Beauty +(Illusion) -School: Illusion Level: 7 Range: Contact Duration: Instant Casting time: 6 -Area of Effect: 4,5 meters' radius around the caster -Saving Throw: TODO +Area of Effect: Enemies within a 4,5 meters radius around of the caster +Saving Throw: Special When this spell is cast, the caster appears to undergo a remarkable transformation. The caster becomes the very ideal of beauty: For a male, this is usually a nymph; for a female, it varies. As with a nymph, anyone viewing the disguised caster must make a Saving Throw vs. Spell with +3 bonus or die of longing for the denied illusion. Even if the Saving Throw is successful, hapless viewers of the transformed Druid are all instantly smitten with permanent blindness (until dispelled). The transformation is instantaneous, but lasts only seconds, affecting those near the caster (excluding fellow party members). @@ -11245,38 +10151,20 @@ Saving Throw: None When a Fire Storm spell is cast, the whole area is shot through with sheets of roaring flame and then pelted with fiery balls of lava. Creatures within the area of effect receive 2d8 points of damage plus 1 per level of the caster (i.e. 2d8 + 1/level). This assault will last for 4 rounds and will continue to do damage to the creature during that time unlessmoves out of the area of effect. There is no Saving Throw.
Fire Storm +(Invocation) -School: Invocation Level: 7 Range: 24,5 meters Duration: Instant Casting time: 9 Area of Effect: 4,5 meters' radius -Saving Throw: TODO +Saving Throw: Neg. When a Fire Storm spell is cast, the whole area is shot through with sheets of roaring flame and then pelted with fiery balls of lava. Creatures within the area of effect receive 2d8 points of damage plus 1 per level of the caster (i.e. 2d8 + 1/level). This assault will last for 4 rounds and will continue to do damage to the creature during that time unlessmoves out of the area of effect. There is no Saving Throw. STATISTICS: -- Inflicts 2d8 +14 fire damage to the target - -From level 15 -- Inflicts 2d8 +15 fire damage to the target - -From level 16 -- Inflicts 2d8 +16 fire damage to the target - -From level 17 -- Inflicts 2d8 +17 fire damage to the target - -From level 18 -- Inflicts 2d8 +18 fire damage to the target - -From level 19 -- Inflicts 2d8 +19 fire damage to the target - -From level 20 -- Inflicts 2d8 +20 fire damage to the target
Symbol, Fear (Conjuration/Summoning) @@ -11289,14 +10177,14 @@ Saving Throw: Neg. Symbol, Fear is a powerful enchantment that allows the priest to inscribe a symbol on the ground or any other surface. The symbol will remain there until someone comes too close, at which point it will explode causing all those within the area to make a Saving Throw vs. Spell with a -4 penalty or be affected by fear for 2 rounds + 1 round every 3 levels of the caster.
Symbol, Fear +(Conjuration) -School: Conjuration Level: 7 Range: 9 meters -Duration: 2 rounds + 1 round par tranche de 3 niveaux +Duration: 2 rounds + 1 round/3 levels Casting time: 9 Area of Effect: 3,5 meters' radius -Saving Throw: TODO +Saving Throw: Neg. Symbol, Fear is a powerful enchantment that allows the priest to inscribe a symbol on the ground or any other surface. The symbol will remain there until someone comes too close, at which point it will explode causing all those within the area to make a Saving Throw vs. Spell with a -4 penalty or be affected by fear for 2 rounds + 1 round every 3 levels of the caster. @@ -11315,41 +10203,23 @@ Saving Throw: Special When this spell is cast, it causes a ray of sunlight to beam down upon the caster and everyone within a 15-ft. radius. All creatures within the area of effect take 3d6 points of damage and must save vs. Spell or be blinded for 1 turn. Undead that are hit by the sunray take 1d6 damage per level of the caster, and must save vs. Spell or be destroyed.
Sunray +(Invocation) -School: Invocation Level: 7 Range: Contact Duration: 1 turn Casting time: 4 -Area of Effect: 4,5 meters' radius around the caster -Saving Throw: TODO +Area of Effect: Enemies within a 4,5 meters radius around of the caster +Saving Throw: Special When this spell is cast, it causes a ray of sunlight to beam down upon the caster and everyone within a 15-ft. radius. All creatures within the area of effect take 3d6 points of damage and must save vs. Spell or be blinded for 1 turn. Undead that are hit by the sunray take 1d6 damage per level of the caster, and must save vs. Spell or be destroyed. STATISTICS: -- Inflicts 14d6 +1000 magic damage vs. undead (save vs. Spells neg.) +- Inflicts 1d6 magic damage/level/20 vs. undead - Inflicts 3d6 magic damage to the target -- Blinds the target (save vs. Spells neg.) -- Inflicts 14d6 magic damage vs. undead - -From level 15 -- Inflicts 15d6 magic damage vs. undead - -From level 16 -- Inflicts 16d6 magic damage vs. undead - -From level 17 -- Inflicts 17d6 magic damage vs. undead - -From level 18 -- Inflicts 18d6 magic damage vs. undead - -From level 19 -- Inflicts 19d6 magic damage vs. undead - -From level 20 -- Inflicts 20d6 magic damage vs. undead
Finger of Death (Necromancy) @@ -11362,39 +10232,21 @@ Saving Throw: Neg. The Finger of Death spell snuffs out the victim's life force. The caster pointsfinger at the victim after the incantation is complete and, unless the victim saves vs. Spell with a -2 penalty, he dies. A creature successfully making the Saving Throw still receives 2d8 points of damage + 1 per level of the caster.
Finger of Death +(Necromancy) -School: Necromancy Level: 7 Range: 12 meters Duration: Instant Casting time: 5 Area of Effect: 1 creature -Saving Throw: TODO +Saving Throw: Special The Finger of Death spell snuffs out the victim's life force. The caster pointsfinger at the victim after the incantation is complete and, unless the victim saves vs. Spell with a -2 penalty, he dies. A creature successfully making the Saving Throw still receives 2d8 points of damage + 1 per level of the caster. STATISTICS: -- Instantly slays the target (save vs. Spells at -2 neg.) -- Inflicts 2d8 +14 magic damage to the target - -From level 15 -- Inflicts 2d8 +15 magic damage to the target - -From level 16 -- Inflicts 2d8 +16 magic damage to the target - -From level 17 -- Inflicts 2d8 +17 magic damage to the target - -From level 18 -- Inflicts 2d8 +18 magic damage to the target - -From level 19 -- Inflicts 2d8 +19 magic damage to the target - -From level 20 -- Inflicts 2d8 +20 magic damage to the target
Confusion (Enchantment/Charm) @@ -11409,14 +10261,14 @@ This spell causes confusion in one or more enemy creatures within the area, creating indecision and the inability to take effective action. All enemy creatures within the area of effect are allowed Saving Throws vs. Spell with a -2 penalty. Those successfully saving are unaffected by the spell. Those who fail their Saving Throws will either go berserk, stand confused, or wander about for the duration of the spell. The spell lasts for 1 round for every two levels of the caster. Wandering creatures move as far from the caster as possible according to their most typical mode of movement (characters walk, fish swim, bats fly, etc.). Any confused creature that is attacked perceives the attacker as an enemy and acts according to its basic nature.
Confusion +(Enchantment) -School: Enchantment Level: 7 Range: 13,5 meters -Duration: 1 round par tranche de 2 niveaux +Duration: 1 round/2 levels Casting time: 7 -Area of Effect: 4,5 meters' radius -Saving Throw: TODO +Area of Effect: Enemies within a 4,5 meters radius +Saving Throw: Neg. This spell causes confusion in one or more enemy creatures within the area, creating indecision and the inability to take effective action. All enemy creatures within the area of effect are allowed Saving Throws vs. Spell with a -2 penalty. Those successfully saving are unaffected by the spell. Those who fail their Saving Throws will either go berserk, stand confused, or wander about for the duration of the spell. @@ -11445,14 +10297,14 @@ 12 and up — Deafened for 1 turn with a 50% chance of spell failure There is no Saving Throw. The effects are instantaneous and last for the duration of the spell or until dispelled. Note that this spell may not be cast by any priest of evil alignment.
Holy Word +(Conjuration) -School: Conjuration Level: 7 Range: Contact -Duration: 1 turn +Duration: Special Casting time: 1 -Area of Effect: 4,5 meters' radius around the caster -Saving Throw: TODO +Area of Effect: Enemies within a 4,5 meters radius around of the caster +Saving Throw: None Uttering a Holy Word spell creates magic of tremendous power. The priest acts as a bridge betweengod and the Prime Material Plane, causing a small explosion centered on the priest and reaching up to a 15-ft. radius. It affects only enemy evil creatures and undead of any alignment that are caught in the area of effect. The effects vary depending on the target's Hit Dice: @@ -11466,12 +10318,12 @@ STATISTICS: -- Immune the undead to Holy Word spell -- Instantly slays the undead and the evil creatures (of level 3 or lower) (of level 3 or lower) -- Stuns the undead and the evil creatures (from level 4 to 7) (from level 4 to 7) -- Slows the undead and the evil creatures (from level 8 to 11) (from level 8 to 11) -- 75 % of spellcasting failure (priest) for the undead and the evil creatures (from level 8 to 11) (from level 8 to 11) -- Deafens the undead and the evil creatures (of level 12 or higher) (of level 12 or higher)
Regeneration (Necromancy) @@ -11484,38 +10336,20 @@ Saving Throw: None This powerful spell enables the priest to imbue one creature with the ability to regenerate. This regeneration will heal any wounds and even regenerate lost limbs. The creature affected will regain 3 Hit Points per second. The effect lasts for 1 round per 2 levels of the caster or until dispelled. For example, a 14th-level priest would regenerate 18 Hit Points per round for 7 rounds.
Regeneration +(Necromancy) -School: Necromancy Level: 7 Range: 3 meters -Duration: Special +Duration: 1 round/2 levels Casting time: 7 Area of Effect: 1 creature -Saving Throw: TODO +Saving Throw: None This powerful spell enables the priest to imbue one creature with the ability to regenerate. This regeneration will heal any wounds and even regenerate lost limbs. The creature affected will regain 3 Hit Points per second. The effect lasts for 1 round per 2 levels of the caster or until dispelled. For example, a 14th-level priest would regenerate 18 Hit Points per round for 7 rounds. STATISTICS: -- Regenerates 3 hit points per second to the target for 7 rounds - -From level 15 -- Regenerates 3 hit points per second to the target for 7 rounds - -From level 16 -- Regenerates 3 hit points per second to the target for 8 rounds - -From level 17 -- Regenerates 3 hit points per second to the target for 8 rounds - -From level 18 -- Regenerates 3 hit points per second to the target for 9 rounds - -From level 19 -- Regenerates 3 hit points per second to the target for 9 rounds - -From level 20 -- Regenerates 3 hit points per second to the target for 1 turn
Resurrection (Necromancy) @@ -11528,14 +10362,14 @@ Saving Throw: None Like the 5th-level spell Raise Dead, Resurrection will return a character back to life. However, Resurrection also heals the character so that they are ready for the adventuring life right away.
Resurrection +(Necromancy) -School: Necromancy Level: 7 Range: 9 meters Duration: Instant Casting time: 9 -Area of Effect: 3 -Saving Throw: TODO +Area of Effect: 1 creature +Saving Throw: None Like the 5th-level spell Raise Dead, Resurrection will return a character back to life. However, Resurrection also heals the character so that they are ready for the adventuring life right away. @@ -11548,7 +10382,7 @@ - Dispels and protects from effects of the spell Contingency on the target - Dispels and protects from effects of the spell Spell Sequencer on the target - Dispels and protects from effects of the spell Spell Trigger on the target - - Dispels and protects from effects of the spell Chain Contingency on the target (Effectif contre les dead)
Greater Restoration (Necromancy) @@ -11561,14 +10395,14 @@ Saving Throw: None When this spell is cast, the life energy level of the recipient is raised. This reverses any previous life energy level drain of the creature by a force or monster. A Greater Restoration spell will also restore the Intelligence score of a creature affected by the Feeblemind spell and negate any form of insanity, such as confusion or berserk. It fully heals the target and cures any diseases or poisons. The casting of this spell is very draining on the priest, andwill likely require rest immediately afterward.
Greater Restoration +(Necromancy) -School: Necromancy Level: 7 Range: 3 meters Duration: Instant Casting time: 3 Area of Effect: 1 creature -Saving Throw: TODO +Saving Throw: None When this spell is cast, the life energy level of the recipient is raised. This reverses any previous life energy level drain of the creature by a force or monster. A Greater Restoration spell will also restore the Intelligence score of a creature affected by the Feeblemind spell and negate any form of insanity, such as confusion or berserk. It fully heals the target and cures any diseases or poisons. The casting of this spell is very draining on the priest, andwill likely require rest immediately afterward. @@ -11607,14 +10441,14 @@ 12 and up — Deafened for 1 turn with a 50% chance of spell failure There is no Saving Throw. The effects are instantaneous and last for the duration of the spell or until dispelled. Note that priests of good alignment may not cast this spell.
Unholy Word +(Conjuration) -School: Conjuration Level: 7 Range: Contact Duration: 1 turn Casting time: 1 -Area of Effect: 4,5 meters' radius around the caster -Saving Throw: TODO +Area of Effect: 4,5 meters' radius around %theTarget% +Saving Throw: None Uttering an Unholy Word spell creates magic of tremendous power. The priest acts as a bridge betweengod and the Prime Material Plane, causing a small explosion centered on the priest and reaching up to a 15-ft. radius. It affects only creatures of any good alignment that are caught in the area of effect. The effects vary depending on the target's Hit Dice: @@ -11628,11 +10462,11 @@ STATISTICS: -- Instantly slays the good creatures (of level 3 or lower) (of level 3 or lower) -- Stuns the good creatures (from level 4 to 7) (from level 4 to 7) -- Slows the good creatures (from level 8 to 11) (from level 8 to 11) -- 75 % of spellcasting failure (priest) for the good creatures (from level 8 to 11) (from level 8 to 11) -- Deafens the good creatures (of level 12 or higher) (of level 12 or higher)
Creeping Doom (Conjuration/Summoning) @@ -11645,14 +10479,14 @@ Saving Throw: Special When the caster utters the spell Creeping Doom,calls forth a mass of venomous, biting and stinging arachnids, insects, and myriapods. This carpetlike mass swarms over a large area, spreading to all enemy creatures within 30 ft. of the target. Those trapped by the insects suffer 2 points of damage each second and a spell failure rate of 100%. For each round the victim remains inside the cloud, must make a Save vs. Spell at -2 or run away in fear for one round. The advantage of Creeping Doom over its 5th-level counterpart Insect Plague is that it does twice as much damage in half the amount of time.
Creeping Doom +(Conjuration) -School: Conjuration Level: 7 Range: 48,5 meters Duration: 3 rounds Casting time: 5 -Area of Effect: 1 creature -Saving Throw: TODO +Area of Effect: 1 créature et tout ennemi dans un rayon de 4,5 meters +Saving Throw: None When the caster utters the spell Creeping Doom,calls forth a mass of venomous, biting and stinging arachnids, insects, and myriapods. This carpetlike mass swarms over a large area, spreading to all enemy creatures within 30 ft. of the target. Those trapped by the insects suffer 2 points of damage each second and a spell failure rate of 100%. For each round the victim remains inside the cloud, must make a Save vs. Spell at -2 or run away in fear for one round. The advantage of Creeping Doom over its 5th-level counterpart Insect Plague is that it does twice as much damage in half the amount of time. @@ -11672,14 +10506,14 @@ Saving Throw: Neg. Symbol, Stun is a powerful enchantment that allows the priest to inscribe a symbol on the ground or any other surface. The symbol will remain there until someone comes too close, at which point it will explode, causing all those within the area of effect to make a Saving Throw vs. Spell with a -4 penalty or be stunned for 2 rounds + 1 round every 3 levels of the caster.
Symbol, Stun +(Conjuration) -School: Conjuration Level: 7 Range: 21,5 meters -Duration: 2 rounds + 1 round par tranche de 3 niveaux +Duration: 2 rounds + 1 round/3 levels Casting time: 9 Area of Effect: 3,5 meters' radius -Saving Throw: TODO +Saving Throw: Neg. Symbol, Stun is a powerful enchantment that allows the priest to inscribe a symbol on the ground or any other surface. The symbol will remain there until someone comes too close, at which point it will explode, causing all those within the area of effect to make a Saving Throw vs. Spell with a -4 penalty or be stunned for 2 rounds + 1 round every 3 levels of the caster. @@ -11698,20 +10532,20 @@ Saving Throw: Neg. Symbol, Death is a powerful enchantment that allows the priest to inscribe a symbol on the ground or any other surface. The symbol will remain there until someone comes too close, at which point it will explode, causing all those within the area of effect to make a Saving Throw vs. Death or die. Creatures with more than 60 current Hit Points are immune to this effect.
Symbol, Death +(Conjuration) -School: Conjuration Level: 7 Range: 21,5 meters -Duration: 16 rounds +Duration: Instant Casting time: 9 Area of Effect: 3,5 meters' radius -Saving Throw: TODO +Saving Throw: Special Symbol, Death is a powerful enchantment that allows the priest to inscribe a symbol on the ground or any other surface. The symbol will remain there until someone comes too close, at which point it will explode, causing all those within the area of effect to make a Saving Throw vs. Death or die. Creatures with more than 60 current Hit Points are immune to this effect. STATISTICS: -- Instantly slays the target si ses points de vie sont inférieurs à 60 (save vs. Death neg.) (Inefficace contre les créatures dont les points de vie sont supérieurs ou égaux à 60)
Earthquake (Alteration) @@ -11730,14 +10564,14 @@ 3rd: All creatures affected take 2d6 points of damage. A successful Saving Throw vs. Spell halves the damage. This spell will affect both enemies and friends of the caster's, so care must be taken in its use. Finally, earth elementals dislike mere mortals toying with the land and there is a small chance that casting this spell will cause an earth elemental to appear and attack the party.
Earthquake +(Alteration) -School: Alteration Level: 7 Range: 12 meters -Duration: 4 rounds +Duration: Special Casting time: 9 Area of Effect: 4,5 meters' radius -Saving Throw: TODO +Saving Throw: Special When this spell is cast, a local tremor of fairly high strength rips the ground. The shock is over in several rounds. The earthquake affects all creatures in its area of effect. There are 3 tremors that are caused by the earthquake: @@ -11749,11 +10583,11 @@ STATISTICS: -- Renders the target unconscious (save vs. Spells at -6 neg.) +- Renders the target unconscious for 4 rounds (save vs. Spells at -6 neg.) - Inflicts 6d6 crushing damage to the target (save vs. Spells at -6 half) -- Inflicts 3d6 crushing damage to the target (save vs. Spells at -2 half) -- Inflicts 2d6 crushing damage to the target (save vs. Spells half) -- 3 % chance to summon 1 creatures (Greater Earth Elemental)
Energy Blades (Any School) @@ -11765,77 +10599,20 @@ Saving Throw: None An Energy Blade is a disc made of pure energy. The disc gives a +10 bonus to THAC0 and, when thrown, it deals 1d4+5 points of missile damage as well as 1d10 points of additional electrical damage. This spell creates 1 energy disc per level of the caster and sets the caster's attacks to 9 as long as the discs are held.
Energy Blades +(Conjuration) -School: Conjuration Level: 7 Range: Contact Duration: 4 turns Casting time: 3 Area of Effect: Caster -Saving Throw: TODO +Saving Throw: None An Energy Blade is a disc made of pure energy. The disc gives a +10 bonus to THAC0 and, when thrown, it deals 1d4+5 points of missile damage as well as 1d10 points of additional electrical damage. This spell creates 1 energy disc per level of the caster and sets the caster's attacks to 9 as long as the discs are held. STATISTICS: -- Create a magical weapon (Energy Blade) - -From level 2 -- Create 2 magical weapons (Energy Blade) - -From level 3 -- Create 3 magical weapons (Energy Blade) - -From level 4 -- Create 4 magical weapons (Energy Blade) - -From level 5 -- Create 5 magical weapons (Energy Blade) - -From level 6 -- Create 6 magical weapons (Energy Blade) - -From level 7 -- Create 7 magical weapons (Energy Blade) - -From level 8 -- Create 8 magical weapons (Energy Blade) - -From level 9 -- Create 9 magical weapons (Energy Blade) - -From level 10 -- Create 10 magical weapons (Energy Blade) - -From level 11 -- Create 11 magical weapons (Energy Blade) - -From level 12 -- Create 12 magical weapons (Energy Blade) - -From level 13 -- Create 13 magical weapons (Energy Blade) - -From level 14 -- Create 14 magical weapons (Energy Blade) - -From level 15 -- Create 15 magical weapons (Energy Blade) - -From level 16 -- Create 16 magical weapons (Energy Blade) - -From level 17 -- Create 17 magical weapons (Energy Blade) - -From level 18 -- Create 18 magical weapons (Energy Blade) - -From level 19 -- Create 19 magical weapons (Energy Blade) - -From level 20 -- Create 20 magical weapons (Energy Blade)
Globe of Blades (Evocation) @@ -11848,14 +10625,14 @@ Saving Throw: Special The priest employs this spell to set up a globe of razor-sharp blades. These whirl and flash around the caster, creating a dangerous barrier. Any creature attempting to pass through the blade barrier suffers 10d10 points of damage. Creatures within the area of the barrier when it is invoked are entitled to a Saving Throw vs. Spell at -2. If this is successful, the blades are avoided and no damage is suffered. The barrier remains for 1 turn.
Globe of Blades +(Invocation) -School: Invocation Level: 7 Range: Contact Duration: 1 turn Casting time: 9 Area of Effect: Caster -Saving Throw: TODO +Saving Throw: None The priest employs this spell to set up a globe of razor-sharp blades. These whirl and flash around the caster, creating a dangerous barrier. Any creature attempting to pass through the blade barrier suffers 10d10 points of damage. Creatures within the area of the barrier when it is invoked are entitled to a Saving Throw vs. Spell at -2. If this is successful, the blades are avoided and no damage is suffered. The barrier remains for 1 turn. @@ -11873,84 +10650,27 @@ Saving Throw: None A more powerful version of Raise Dead, this spell brings up to 5 party members back to life and heals 3d10+1 Hit Points per level of the caster. They can regain the rest of their Hit Points by natural healing or curative magic. This spell restores life to dwarves, gnomes, half-elves, halflings, elves, half-orcs, and humans.
Mass Raise Dead +(Necromancy) -School: Necromancy Level: 7 Range: Contact Duration: Instant Casting time: 2 Area of Effect: Caster -Saving Throw: TODO +Saving Throw: None A more powerful version of Raise Dead, this spell brings up to 5 party members back to life and heals 3d10+1 Hit Points per level of the caster. They can regain the rest of their Hit Points by natural healing or curative magic. This spell restores life to dwarves, gnomes, half-elves, halflings, elves, half-orcs, and humans. STATISTICS: - Si the party's members fait partie des dead; + - Heals 3d10 + 1 hit point/level/20 to the party's members - Resurrect the party's members - Dispels and protects from effects of the spell Minor Sequencer on the party's members - Dispels and protects from effects of the spell Contingency on the party's members - Dispels and protects from effects of the spell Spell Sequencer on the party's members - Dispels and protects from effects of the spell Spell Trigger on the party's members - - Dispels and protects from effects of the spell Chain Contingency on the party's members - - Heals 3d10 hit points to the party's members - - From level 2 - - Heals 3d10 +1 hit points to the party's members - - From level 3 - - Heals 3d10 +2 hit points to the party's members - - From level 4 - - Heals 3d10 +3 hit points to the party's members - - From level 5 - - Heals 3d10 +4 hit points to the party's members - - From level 6 - - Heals 3d10 +5 hit points to the party's members - - From level 7 - - Heals 3d10 +6 hit points to the party's members - - From level 8 - - Heals 3d10 +7 hit points to the party's members - - From level 9 - - Heals 3d10 +8 hit points to the party's members - - From level 10 - - Heals 3d10 +9 hit points to the party's members - - From level 11 - - Heals 3d10 +10 hit points to the party's members - - From level 12 - - Heals 3d10 +11 hit points to the party's members - - From level 13 - - Heals 3d10 +12 hit points to the party's members - - From level 14 - - Heals 3d10 +13 hit points to the party's members - - From level 15 - - Heals 3d10 +14 hit points to the party's members - - From level 16 - - Heals 3d10 +15 hit points to the party's members - - From level 17 - - Heals 3d10 +16 hit points to the party's members - - From level 18 - - Heals 3d10 +17 hit points to the party's members - - From level 19 - - Heals 3d10 +18 hit points to the party's members - - From level 20 - - Heals 3d10 +19 hit points to the party's members
Ether Gate (Alteration) @@ -11963,21 +10683,21 @@ Saving Throw: None This spell transports one creature, chosen by the caster, to the Ethereal Plane. The creature vanishes for the spell's duration, at which point it returns to the physical world in the exact same spot where it was before. While in the Ethereal Plane, the victim cannot interact with anyone or anything that resides on the Prime Material Plane. There is no saving throw against this spell, though it is subject to magic resistance. Friendly creatures can lower their magic resistance so that the shaman can target them with this spell. In addition, Ether Gate is blocked by spells and abilities that protect against maze effects.
Ether Gate +(Alteration) -School: Alteration Level: 7 Range: 3 meters Duration: 5 rounds Casting time: 3 Area of Effect: 1 creature -Saving Throw: TODO +Saving Throw: None This spell transports one creature, chosen by the caster, to the Ethereal Plane. The creature vanishes for the spell's duration, at which point it returns to the physical world in the exact same spot where it was before. While in the Ethereal Plane, the victim cannot interact with anyone or anything that resides on the Prime Material Plane. There is no saving throw against this spell, though it is subject to magic resistance. Friendly creatures can lower their magic resistance so that the shaman can target them with this spell. In addition, Ether Gate is blocked by spells and abilities that protect against maze effects. STATISTICS: -- Si the target est une alliée; Enferme the target dans un labyrinthe (Inefficace contre les créatures sous l'effet de Ordres chaotiques, the créatures sous l'effet de Rage du barbare, the créatures sous l'effet de Rage du berserker and the créatures sous l'effet de Furie) -- Enferme the target dans un labyrinthe (Inefficace contre les créatures sous l'effet de Ordres chaotiques, the créatures sous l'effet de Rage du barbare, the créatures sous l'effet de Rage du berserker, the créatures sous l'effet de Furie and the allied creatures)
Ethereal Retribution (Conjuration) @@ -11990,21 +10710,21 @@ Saving Throw: Special Ghostly figures called by the Shaman swirl around the battlefield, tormenting the Shaman's adversaries. All enemies within the area of effect take 3d8 points of magic damage per round for the next 3 rounds (no save). In addition, all living enemies (undead and constructs are unaffected) must save vs. Spell or lose 2 points of Strength every round for 5 rounds. The Strength loss is cumulative, but this spell cannot reduce the Strength of a creature below 1.
Ethereal Retribution +(Conjuration) -School: Conjuration Level: 7 Range: 12 meters Duration: 5 rounds Casting time: 8 -Area of Effect: 4,5 meters' radius -Saving Throw: TODO +Area of Effect: Enemies within a 4,5 meters radius +Saving Throw: Special Ghostly figures called by the Shaman swirl around the battlefield, tormenting the Shaman's adversaries. All enemies within the area of effect take 3d8 points of magic damage per round for the next 3 rounds (no save). In addition, all living enemies (undead and constructs are unaffected) must save vs. Spell or lose 2 points of Strength every round for 5 rounds. The Strength loss is cumulative, but this spell cannot reduce the Strength of a creature below 1. STATISTICS: - Inflicts 3d8 magic damage to the target -- Reduces the Strength of the target by 2 (save vs. Spells neg.) (Inefficace contre les undead, the golems and the créatures possédant une force inférieure à 2)
Chromatic Orb (Evocation) @@ -12027,13 +10747,13 @@ 12th Level: 2d8 acid damage and instantly kills the victim. NOTE: The victim saves vs. Spell with a +6 bonus against all the effects and gets no save against the damage.
Chromatic Orb +(Invocation) -School: Invocation Range: 304,5 meters Duration: 2 turns Casting time: 0 Area of Effect: 1 creature -Saving Throw: TODO +Saving Throw: Special This spell causes a 2-ft. diameter sphere to appear in the caster's hand. When thrown, the sphere heads unerringly to its target. The effect the orb has upon the target varies with the level of the caster. Each orb will do damage to the target against which there is no save and an effect against which the target must save vs. Spell with a +6 bonus: 1st Level: 1d4 damage and blinds the target for 1 round. @@ -12064,13 +10784,13 @@ Saving Throw: Neg. Any spellcasting creature that is affected by this spell has its casting ability severely disabled. When the creature attempts to cast a spell, it suffers an 80% chance of failure. Creatures can save vs. Spell to avoid the effect, but do so with a -2 penalty.
Miscast Magic +(Enchantment) -School: Enchantment Range: 304,5 meters Duration: 1 turn Casting time: 0 Area of Effect: 1 creature -Saving Throw: TODO +Saving Throw: Neg. Any spellcasting creature that is affected by this spell has its casting ability severely disabled. When the creature attempts to cast a spell, it suffers an 80% chance of failure. Creatures can save vs. Spell to avoid the effect, but do so with a -2 penalty. @@ -12089,13 +10809,13 @@ Saving Throw: 1/2 Call Lightning must be cast outside; otherwise, it will not work, and the spell is wasted. The caster is able to call down one bolt of lightning per round. The spell has a duration of 1 round every 4 levels of the caster. Each bolt causes 2d8 points of electrical damage, plus an additional 1d8 points per level of the caster. Thus, an 8th-level caster will call down two bolts, each dealing 10d8 (2d8 + 8d8) points of damage. The bolt of lightning flashes down in a vertical stroke at any of the priest's enemies. The first enemy struck by the lightning will be the enemy targeted. After that, any enemy (but no allies) may be struck by the ensuing lightning storm.
Call Lightning +(Alteration) -School: Alteration Range: 304,5 meters Duration: Instant Casting time: 0 Area of Effect: 1 creature -Saving Throw: TODO +Saving Throw: 1/2 Call Lightning must be cast outside; otherwise, it will not work, and the spell is wasted. The caster is able to call down one bolt of lightning per round. The spell has a duration of 1 round every 4 levels of the caster. Each bolt causes 2d8 points of electrical damage, plus an additional 1d8 points per level of the caster. Thus, an 8th-level caster will call down two bolts, each dealing 10d8 (2d8 + 8d8) points of damage. The bolt of lightning flashes down in a vertical stroke at any of the priest's enemies. The first enemy struck by the lightning will be the enemy targeted. After that, any enemy (but no allies) may be struck by the ensuing lightning storm. @@ -12122,7 +10842,7 @@ Duration: Instant Casting time: 9 Area of Effect: 1 creature -Saving Throw: TODO +Saving Throw: None When the priest casts a Raise Dead spell,can restore life to a dwarf, gnome, half-elf, halfling, elf, half-orc, or human. @@ -12142,21 +10862,21 @@ Saving Throw: None When this spell is cast, all creatures affected function at double their normal movement rate, gain a -2 initiative bonus, and receive an extra attack per round. Thus, a creature moving at 6 and attacking once per round would move at 12 and attack twice per round. At the instant the spell is completed, it affects all ally creatures in a 15-ft. radius centered on a point selected by the caster (thus, creatures leaving the area are still subject to the spell's effect; those entering the area after the casting is completed are not). This spell is not cumulative with itself or with other similar magic. Spellcasting and spell effects are not affected. Note that this spell negates the effects of a Slow spell.
Haste +(Alteration) -School: Alteration Level: 3 Range: 4,5 meters -Duration: 3 rounds + 1 round par niveau +Duration: 3 rounds + 1 round/level Casting time: 3 -Area of Effect: 4,5 meters' radius -Saving Throw: TODO +Area of Effect: Allies within a 4,5 meters radius +Saving Throw: None When this spell is cast, all creatures affected function at double their normal movement rate, gain a -2 initiative bonus, and receive an extra attack per round. Thus, a creature moving at 6 and attacking once per round would move at 12 and attack twice per round. At the instant the spell is completed, it affects all ally creatures in a 15-ft. radius centered on a point selected by the caster (thus, creatures leaving the area are still subject to the spell's effect; those entering the area after the casting is completed are not). This spell is not cumulative with itself or with other similar magic. Spellcasting and spell effects are not affected. Note that this spell negates the effects of a Slow spell. STATISTICS: - Double movement speed and grants one additional attack per round to the target -- Increases the fatigue of the target by 4
Minor Spell Deflection (Abjuration) @@ -12168,14 +10888,14 @@ Saving Throw: None This spell is similar to the 6th-level spell Spell Deflection, which causes the spells cast against the wizard to be absorbed and consumed. This spell affects a total of 4 spell levels, including spells cast from scrolls and innate spell-like abilities, but excludes the following: area effects that are not centered directly upon the wizard, as well as area effects that are stationary, such as Cloudkill and Stinking Cloud. As long as the spell is cast directly at the wizard, it will be absorbed. This spell will only affect up to 7th-level spells, but if it tries to absorb a spell that goes over its limit, the spell will fail and the spell deflection will be canceled. For example, if there is only 1 level left and a 3rd-level spell is cast at the wizard, the spell will be absorbed while canceling the Spell Deflection.
Minor Spell Deflection +(Abjuration) -School: Abjuration Level: 3 Range: Contact -Duration: 3 rounds par niveau +Duration: 3 rounds/level Casting time: 3 Area of Effect: Caster -Saving Throw: TODO +Saving Throw: None This spell is similar to the 6th-level spell Spell Deflection, which causes the spells cast against the wizard to be absorbed and consumed. This spell affects a total of 4 spell levels, including spells cast from scrolls and innate spell-like abilities, but excludes the following: area effects that are not centered directly upon the wizard, as well as area effects that are stationary, such as Cloudkill and Stinking Cloud. As long as the spell is cast directly at the wizard, it will be absorbed. This spell will only affect up to 7th-level spells, but if it tries to absorb a spell that goes over its limit, the spell will fail and the spell deflection will be canceled. For example, if there is only 1 level left and a 3rd-level spell is cast at the wizard, the spell will be absorbed while canceling the Spell Deflection. @@ -12193,14 +10913,14 @@ Saving Throw: None By means of this spell, the wizard bestows total invulnerability to non-magical hurled and launched missiles such as arrows, bolts, bullets, darts, throwing axes, and throwing daggers. Note, however, that this spell does not convey any protection from such magical attacks as Fireball, Lightning Bolt, or Magic Missile, nor does it protect against magical missiles such as arrows +1.
Protection From Normal Missiles +(Abjuration) -School: Abjuration Level: 3 Range: 3 meters Duration: 1 hour Casting time: 3 Area of Effect: 1 creature -Saving Throw: TODO +Saving Throw: None By means of this spell, the wizard bestows total invulnerability to non-magical hurled and launched missiles such as arrows, bolts, bullets, darts, throwing axes, and throwing daggers. Note, however, that this spell does not convey any protection from such magical attacks as Fireball, Lightning Bolt, or Magic Missile, nor does it protect against magical missiles such as arrows +1. @@ -12225,14 +10945,14 @@ Saving Throw: None By means of this spell, the caster calls between 2 and 3 animals that have 4 Hit Dice or less. The animals appearing are randomly determined. They will remain under the caster's control until slain or the spell duration expires.
Animal Summoning I +(Conjuration) -School: Conjuration Level: 1 Range: 9 meters Duration: 3 turns Casting time: 7 -Area of Effect: Point dans le champ visuel du lanceur -Saving Throw: TODO +Area of Effect: Point in the visual range of the caster +Saving Throw: None By means of this spell, the caster calls between 2 and 3 animals that have 4 Hit Dice or less. The animals appearing are randomly determined. They will remain under the caster's control until slain or the spell duration expires. @@ -12251,14 +10971,14 @@ Saving Throw: None By means of this spell, the caster calls from 1 to 3 animals that have 8 Hit Dice or less. The animals summoned aid the caster by whatever means they possess, staying until the spell duration expires. Only normal or giant animals can be summoned; fantastic animals or monsters cannot be summoned by this spell (no chimerae, dragons, gorgons, manticores, etc.).
Animal Summoning II +(Conjuration) -School: Conjuration Level: 2 Range: 9 meters Duration: 3 turns Casting time: 8 -Area of Effect: Point dans le champ visuel du lanceur -Saving Throw: TODO +Area of Effect: Point in the visual range of the caster +Saving Throw: None By means of this spell, the caster calls from 1 to 3 animals that have 8 Hit Dice or less. The animals summoned aid the caster by whatever means they possess, staying until the spell duration expires. Only normal or giant animals can be summoned; fantastic animals or monsters cannot be summoned by this spell (no chimerae, dragons, gorgons, manticores, etc.). @@ -12277,14 +10997,14 @@ Saving Throw: None By means of this spell, the caster calls 2 or 3 animals that have 12 Hit Dice or less. Only animals within visual range of the caster at the time the spell is cast will come. The summoned animals aid the caster by whatever means they possess, staying until they are slain or the spell's duration expires. Only normal- or giant-sized animals can be summoned.
Animal Summoning III +(Conjuration) -School: Conjuration Level: 3 Range: 36,5 meters Duration: 4 turns Casting time: 9 -Area of Effect: Point dans le champ visuel du lanceur -Saving Throw: TODO +Area of Effect: Point in the visual range of the caster +Saving Throw: None By means of this spell, the caster calls 2 or 3 animals that have 12 Hit Dice or less. Only animals within visual range of the caster at the time the spell is cast will come. The summoned animals aid the caster by whatever means they possess, staying until they are slain or the spell's duration expires. Only normal- or giant-sized animals can be summoned. @@ -12295,33 +11015,33 @@ The character steps into the Shadow Plane and may move for 7 seconds while others are frozen in time. The caster cannot attack or cast spells while in the Shadow Plane.
Shadowstep Range: Contact -Duration: 7 seconds +Duration: Special Casting time: 1 Area of Effect: Caster -Saving Throw: TODO +Saving Throw: None Shadowstep The character steps into the Shadow Plane and may move for 7 seconds while others are frozen in time. The caster cannot attack or cast spells while in the Shadow Plane. STATISTICS: -- Improved invisibility -- Arrêt du temps -- Prevents the party's members to use the talks -- Prevents the use of thief skills -- Prevents the use of spells -- Prevents the use of the first quick spell -- Prevents the use of the second quick spell -- Prevents the use of the third quick spell -- Prevents the use of the Turn undead -- Prevents the use of items -- Prevents the use of the first quick item -- Prevents the use of the second quick item -- Prevents the use of the third quick item -- Prevents the use of innate spells -- Disables the caster to cast spells -- Unable to attack -- Immunity to Shadowstep spell
Fireball (Evocation) @@ -12333,14 +11053,14 @@ Saving Throw: 1/2 A fireball is an explosive burst of flame that detonates with a low roar and delivers damage proportional to the level of the wizard who cast it—1d6 points of damage for each level of experience of the caster (up to a maximum of 10d6). The wizard pointsfinger and speaks the range (distance and height) at which the fireball is to burst. A streak flashes from the pointing digit and, unless it impacts upon a material body or solid barrier prior to attaining the prescribed range, blossoms into the fireball (an early impact results in an early detonation). Creatures failing their Saves vs. Spell each suffer full damage from the blast. Those who roll successful Saving Throws manage to dodge, fall flat, or roll aside, each receiving half.
Fireball +(Invocation) -School: Invocation Level: 3 Range: 12 meters Duration: Instant Casting time: 3 Area of Effect: 4,5 meters' radius -Saving Throw: TODO +Saving Throw: 1/2 A fireball is an explosive burst of flame that detonates with a low roar and delivers damage proportional to the level of the wizard who cast it—1d6 points of damage for each level of experience of the caster (up to a maximum of 10d6). The wizard pointsfinger and speaks the range (distance and height) at which the fireball is to burst. A streak flashes from the pointing digit and, unless it impacts upon a material body or solid barrier prior to attaining the prescribed range, blossoms into the fireball (an early impact results in an early detonation). Creatures failing their Saves vs. Spell each suffer full damage from the blast. Those who roll successful Saving Throws manage to dodge, fall flat, or roll aside, each receiving half. @@ -12358,14 +11078,14 @@ Saving Throw: 1/2 Upon casting this spell, the wizard releases a powerful stroke of electrical energy that inflicts 1d6 points of damage per level of the caster (maximum damage of 10d6) to each creature within its area of effect. A successful Saving Throw vs. Spell reduces this damage to half (round fractions down). The bolt begins at a range and height decided by the caster and streaks outward in a direct line from the casting wizard (e.g., if a 40-ft. bolt was started at 180 ft. from the wizard, the far end of bolt would reach 220 ft. (180+40)). If the Lightning Bolt intersects with a wall, it will bounce until it reaches its full length.
Lightning Bolt +(Invocation) -School: Invocation Level: 3 Range: 15 meters -Duration: 2 seconds +Duration: Instant Casting time: 3 -Area of Effect: 1 creature -Saving Throw: TODO +Area of Effect: 1 créature et toute créature dans un rayon de 55 meters +Saving Throw: Special Upon casting this spell, the wizard releases a powerful stroke of electrical energy that inflicts 1d6 points of damage per level of the caster (maximum damage of 10d6) to each creature within its area of effect. A successful Saving Throw vs. Spell reduces this damage to half (round fractions down). The bolt begins at a range and height decided by the caster and streaks outward in a direct line from the casting wizard (e.g., if a 40-ft. bolt was started at 180 ft. from the wizard, the far end of bolt would reach 220 ft. (180+40)). If the Lightning Bolt intersects with a wall, it will bounce until it reaches its full length. @@ -12383,14 +11103,14 @@ Saving Throw: None Use of the Magic Missile spell, one of the most popular 1st-level spells, creates up to five missiles of magical energy that dart forth from the wizard's fingertip and unerringly strike their target, which must be a creature of some sort. Each missile inflicts 1d4+1 points of damage. For every 2 extra levels of experience, the wizard gains an additional missile—has 2 at 3rd level, 3 at 5th level, 4 at 7th level, up to a total of 5 at 9th level.
Magic Missile +(Invocation) -School: Invocation Level: 1 Range: 15 meters Duration: Instant Casting time: 1 Area of Effect: 1 creature -Saving Throw: TODO +Saving Throw: None Use of the Magic Missile spell, one of the most popular 1st-level spells, creates up to five missiles of magical energy that dart forth from the wizard's fingertip and unerringly strike their target, which must be a creature of some sort. Each missile inflicts 1d4+1 points of damage. For every 2 extra levels of experience, the wizard gains an additional missile—has 2 at 3rd level, 3 at 5th level, 4 at 7th level, up to a total of 5 at 9th level. @@ -12403,22 +11123,22 @@ Range: 10,5 meters Duration: Instant Casting time: 4 -Area of Effect: 4,5 meters' radius -Saving Throw: TODO +Area of Effect: Enemies within a 4,5 meters radius +Saving Throw: None Visual candy for the misled image to cast, does nothing, looks pretty. STATISTICS:
Visual candy for the misled image to cast, does nothing, looks pretty.
Dispel Magic +(Abjuration) -School: Abjuration Level: 3 Range: 12 meters Duration: Instant Casting time: 5 Area of Effect: 4,5 meters' radius -Saving Throw: TODO +Saving Throw: None Visual candy for the misled image to cast, does nothing, looks pretty. @@ -12431,7 +11151,7 @@ Duration: Instant Casting time: 1 Area of Effect: 1 creature -Saving Throw: TODO +Saving Throw: None Visual candy for the misled image to cast, does nothing, looks pretty. @@ -12448,14 +11168,14 @@ Saving Throw: Neg. This spell turns flesh of any sort to stone. All possessions on the person of the creature likewise turn to stone. The intended subject of the spell receives a Saving Throw vs. Spell to avoid the effect. If a statue created by this spell is subjected to attacks of any sort, it will shatter into tiny pieces, making it impossible for the creature to be returned to flesh. The reverse of this spell may be cast upon the victim in order to restore life, but this is the only way.
Flesh to Stone +(Alteration) -School: Alteration Level: 6 Range: 15 meters Duration: Instant Casting time: 6 Area of Effect: 1 creature -Saving Throw: TODO +Saving Throw: None This spell turns flesh of any sort to stone. All possessions on the person of the creature likewise turn to stone. The intended subject of the spell receives a Saving Throw vs. Spell to avoid the effect. If a statue created by this spell is subjected to attacks of any sort, it will shatter into tiny pieces, making it impossible for the creature to be returned to flesh. The reverse of this spell may be cast upon the victim in order to restore life, but this is the only way. @@ -12473,14 +11193,14 @@ Saving Throw: Neg. The Finger of Death spell snuffs out the victim's life force. The caster pointsfinger at the victim after the incantation is complete, effectively ripping the life out of its body unless a Save vs. Spell is made with a -2 penalty. A creature that successfully saves still receives 2d8+1 points of damage.
Finger of Death +(Necromancy) -School: Necromancy Level: 7 Range: 12 meters Duration: Instant Casting time: 5 Area of Effect: 1 creature -Saving Throw: TODO +Saving Throw: None The Finger of Death spell snuffs out the victim's life force. The caster pointsfinger at the victim after the incantation is complete, effectively ripping the life out of its body unless a Save vs. Spell is made with a -2 penalty. A creature that successfully saves still receives 2d8+1 points of damage. @@ -12499,14 +11219,14 @@ Saving Throw: Neg. When this spell is cast at another creature, a thin green ray is shot out. Upon contact with the ray, the creature must make a Saving Throw vs. Spell or be transformed into dust. This transformation is instantaneous and irreversible. There is also a good chance that this will destroy some if not all of the items that the creature is carrying.
Disintegrate +(Alteration) -School: Alteration Level: 6 Range: 12 meters Duration: Instant Casting time: 6 Area of Effect: 1 creature -Saving Throw: TODO +Saving Throw: None When this spell is cast at another creature, a thin green ray is shot out. Upon contact with the ray, the creature must make a Saving Throw vs. Spell or be transformed into dust. This transformation is instantaneous and irreversible. There is also a good chance that this will destroy some if not all of the items that the creature is carrying. @@ -12524,14 +11244,14 @@ Saving Throw: Neg. When this spell is cast at another creature, a thin green ray is shot out. Upon contact with the ray, the creature must make a Saving Throw vs. Spell or be transformed into dust. This transformation is instantaneous and irreversible. There is also a good chance that this will destroy some if not all of the items that the creature is carrying.
Disintegrate +(Alteration) -School: Alteration Level: 6 Range: 12 meters Duration: Instant Casting time: 3 Area of Effect: 1 creature -Saving Throw: TODO +Saving Throw: None When this spell is cast at another creature, a thin green ray is shot out. Upon contact with the ray, the creature must make a Saving Throw vs. Spell or be transformed into dust. This transformation is instantaneous and irreversible. There is also a good chance that this will destroy some if not all of the items that the creature is carrying. @@ -12549,14 +11269,14 @@ Saving Throw: Special A Grease spell covers a material surface with a slippery layer of a fatty, greasy nature. Any creature entering the area or caught in it when the spell is cast must save vs. Spell at +2 or slip and slide, unable to move effectively. Those who successfully save can move, albeit slowly, for the rest of the round (but will need to save vs. Spell again the following round). Those who remain in the area are allowed a Saving Throw each round until they escape the area.
Grease +(Conjuration) -School: Conjuration Level: 1 Range: 9 meters -Duration: 3 rounds + 1 round par niveau +Duration: 3 rounds + 1 round/level Casting time: 1 Area of Effect: 4,5 meters' radius -Saving Throw: TODO +Saving Throw: Neg. A Grease spell covers a material surface with a slippery layer of a fatty, greasy nature. Any creature entering the area or caught in it when the spell is cast must save vs. Spell at +2 or slip and slide, unable to move effectively. Those who successfully save can move, albeit slowly, for the rest of the round (but will need to save vs. Spell again the following round). Those who remain in the area are allowed a Saving Throw each round until they escape the area. @@ -12574,14 +11294,14 @@ Saving Throw: None By means of this spell, the wizard creates a magical field of force that serves as if it were scale mail armor (AC 6). It is cumulative with Dexterity bonuses to Armor Class and, in the case of Fighter/Mages, with the shield bonus. The Armor spell does not hinder movement, adds no weight or encumbrance, and doesn't prevent spellcasting. It lasts until successfully dispelled or until its duration expires.
Armor +(Conjuration) -School: Conjuration Level: 1 Range: Contact Duration: 9 hours Casting time: 9 Area of Effect: Caster -Saving Throw: TODO +Saving Throw: None By means of this spell, the wizard creates a magical field of force that serves as if it were scale mail armor (AC 6). It is cumulative with Dexterity bonuses to Armor Class and, in the case of Fighter/Mages, with the shield bonus. The Armor spell does not hinder movement, adds no weight or encumbrance, and doesn't prevent spellcasting. It lasts until successfully dispelled or until its duration expires. @@ -12599,59 +11319,29 @@ Saving Throw: 1/2 When the wizard casts this spell, a jet of searing flame shoots fromfingertips. The wizard's hands must be held so as to send forth a fanlike sheet of flames: thumbs must touch each other and the fingers must be spread. The burning hands send out flame jets of 5 ft. length in a horizontal arc of about 120 degrees in front of the wizard. Any creature in the area of the flames suffers 1d3 points of damage, +2 points for each level of the caster, to a maximum of 1d3+20 points of fire damage. Those successfully saving vs. Spell receive half damage.
Burning Hands +(Alteration) -School: Alteration Level: 1 Range: 1,5 meter -Duration: 5 seconds +Duration: Instant Casting time: 1 -Area of Effect: 2 meters' radius -Saving Throw: TODO +Area of Effect: 2 meters cone on a 120° arc +Saving Throw: Special When the wizard casts this spell, a jet of searing flame shoots fromfingertips. The wizard's hands must be held so as to send forth a fanlike sheet of flames: thumbs must touch each other and the fingers must be spread. The burning hands send out flame jets of 5 ft. length in a horizontal arc of about 120 degrees in front of the wizard. Any creature in the area of the flames suffers 1d3 points of damage, +2 points for each level of the caster, to a maximum of 1d3+20 points of fire damage. Those successfully saving vs. Spell receive half damage. STATISTICS: -- Inflicts 1d3 +2 fire damage to the target (save vs. Spells half) -- Combat mental - -From level 2 -- Inflicts 1d3 +4 fire damage to the target (save vs. Spells half) -- Combat mental - -From level 3 -- Inflicts 1d3 +6 fire damage to the target (save vs. Spells half) -- Combat mental - -From level 4 -- Inflicts 1d3 +8 fire damage to the target (save vs. Spells half) -- Combat mental - -From level 5 -- Inflicts 1d3 +10 fire damage to the target (save vs. Spells half) +- Inflicts 1d3 + 2 crushing damage/level/10 to the target (save vs. Spells half) - Combat mental From level 6 -- Inflicts 1d3 +12 fire damage to the target (save vs. Spells half) - Combat mental From level 7 -- Inflicts 1d3 +14 fire damage to the target (save vs. Spells half) -- Combat mental - -From level 8 -- Inflicts 1d3 +16 fire damage to the target (save vs. Spells half) -- Combat mental - -From level 9 -- Inflicts 1d3 +18 fire damage to the target (save vs. Spells half) -- Combat mental - -From level 10 -- Inflicts 1d3 +20 fire damage to the target (save vs. Spells half) -- Combat mental
Charm Person -(Enchantment/Charm) +- Combat mental
Charm Person +(Enchantment/Charm) Level: 1 Range: Visual range of the caster @@ -12665,14 +11355,14 @@ If the spell's recipient fails his Saving Throw (with a +3 modifier), he regards the caster as a trusted friend and ally to be heeded and protected. The caster may give him orders, and the charmed individual will carry them out as quickly as possible. If the caster harms—or attempts to harm—the charmed person by some overt action, or if a Dispel Magic spell is cast upon the charmed person, the Charm spell is broken. If two or more Charms simultaneously affect a creature, the most recent Charm takes precedence. Note that the subject has full memory of the events that took place while he was charmed. Also note that you cannot have a charmed creature leave the area where he is charmed.
Charm Person +(Enchantment) -School: Enchantment Level: 1 Range: 18 meters Duration: 5 rounds Casting time: 1 Area of Effect: 1 creature -Saving Throw: TODO +Saving Throw: Special This spell affects any single person it is cast upon. The term person includes any bipedal human, demihuman, or humanoid of man-size or smaller, such as brownies, dryads, dwarves, elves, gnolls, gnomes, goblins, half-elves, halflings, half-orcs, hobgoblins, humans, kobolds, lizard men, nixies, orcs, pixies, sprites, troglodytes, and others. Thus, a 10th-level fighter could be charmed, but an ogre could not. The person is allowed a Saving Throw vs. Spell to negate the effect. @@ -12682,7 +11372,7 @@ STATISTICS: -- Charm the humanoids (save vs. Spells at +3 neg.) (Effectif contre les humanoids. Inefficace contre les half elves and the elves)
Color Spray (Alteration) @@ -12694,21 +11384,21 @@ Saving Throw: Special Upon casting this spell, the wizard causes a vivid, fan-shaped spray of clashing colors to spring forth fromhand. 1d6 creatures within the area are affected in order of increasing distance from the wizard. All creatures in the area of effect that have 4 Hit Dice or less must make a successful Saving Throw or be rendered unconscious for 5 rounds.
Color Spray +(Alteration) -School: Alteration Level: 1 Range: 9 meters -Duration: 5 rounds +Duration: Special Casting time: 1 -Area of Effect: 7,5 meters' radius -Saving Throw: TODO +Area of Effect: 7,5 meters cone on a 90° arc +Saving Throw: Special Upon casting this spell, the wizard causes a vivid, fan-shaped spray of clashing colors to spring forth fromhand. 1d6 creatures within the area are affected in order of increasing distance from the wizard. All creatures in the area of effect that have 4 Hit Dice or less must make a successful Saving Throw or be rendered unconscious for 5 rounds. STATISTICS: -- Renders the target (of level 4 or lower) unconscious (save vs. Spells neg.) -- Combat mental
Blindness (Illusion/Phantasm) @@ -12720,14 +11410,14 @@ Saving Throw: Neg. This 1st-level spell temporarily blinds its target. A Saving Throw is allowed and, if successful, there are no harmful effects. If a victim is blinded,receives a -4 penalty to attack rolls and Armor Class.
Blindness +(Illusion) -School: Illusion Level: 1 Range: 12 meters Duration: 2 hours Casting time: 2 Area of Effect: 1 creature -Saving Throw: TODO +Saving Throw: Neg. This 1st-level spell temporarily blinds its target. A Saving Throw is allowed and, if successful, there are no harmful effects. If a victim is blinded,receives a -4 penalty to attack rolls and Armor Class. @@ -12745,14 +11435,14 @@ Saving Throw: None A Friends spell causes the wizard to temporarily gain 6 points of Charisma. Those who view the caster tend to be very impressed with and make an effort to be friends and help , as appropriate to the situation. Officious bureaucrats might decide to become helpful; surly gate guards might wax informative; attacking orcs might spare the caster's life, taking captive instead.
Friends +(Enchantment) -School: Enchantment Level: 1 Range: Contact -Duration: 4 rounds + 1 round par niveau +Duration: 4 rounds + 1 round/level Casting time: 1 Area of Effect: Caster -Saving Throw: TODO +Saving Throw: None A Friends spell causes the wizard to temporarily gain 6 points of Charisma. Those who view the caster tend to be very impressed withand make an effort to be friends and help , as appropriate to the situation. Officious bureaucrats might decide to become helpful; surly gate guards might wax informative; attacking orcs might spare the caster's life, taking captive instead. @@ -12770,14 +11460,14 @@ Saving Throw: None This spell grants the recipient immunity to all petrification attacks. This includes basilisk and medusa gaze, cursed scrolls of petrification, etc.
Protection From Petrification +(Abjuration) -School: Abjuration Level: 1 Range: 3 meters Duration: 1 hour Casting time: 1 Area of Effect: 1 creature -Saving Throw: TODO +Saving Throw: None This spell grants the recipient immunity to all petrification attacks. This includes basilisk and medusa gaze, cursed scrolls of petrification, etc. @@ -12795,14 +11485,14 @@ Saving Throw: None With this spell memorized, go to the description of an unidentified item and press the Identify button. The chance of identifying the item is 100%. The spell identifies the item's name, what it does, and if it is cursed.
Identify +(Divination) -School: Divination Level: 1 Range: 3 meters Duration: Instant Casting time: 1 -Area of Effect: 3 -Saving Throw: TODO +Area of Effect: 1 creature +Saving Throw: None With this spell memorized, go to the description of an unidentified item and press the Identify button. The chance of identifying the item is 100%. The spell identifies the item's name, what it does, and if it is cursed. @@ -12820,14 +11510,14 @@ Saving Throw: None Upon the casting of this spell the recipient gains the ability to see with infravision, just as an elf or a dwarf would. This effect lasts for the duration of the spell or until dispelled.
Infravision +(Divination) -School: Divination Level: 1 Range: 9 meters Duration: 2 hours Casting time: 1 Area of Effect: 1 creature -Saving Throw: TODO +Saving Throw: None Upon the casting of this spell the recipient gains the ability to see with infravision, just as an elf or a dwarf would. This effect lasts for the duration of the spell or until dispelled. @@ -12845,14 +11535,14 @@ Saving Throw: None Use of the Magic Missile spell, one of the most popular 1st-level spells, creates up to five missiles of magical energy that dart forth from the wizard's fingertip and unerringly strike their target, which must be a creature of some sort. Each missile inflicts 1d4+1 points of damage. For every 2 extra levels of experience, the wizard gains an additional missile—has 2 at 3rd level, 3 at 5th level, 4 at 7th level, up to a total of 5 at 9th level.
Magic Missile +(Invocation) -School: Invocation Level: 1 Range: Special Duration: Instant Casting time: 1 Area of Effect: 1 creature -Saving Throw: TODO +Saving Throw: None Use of the Magic Missile spell, one of the most popular 1st-level spells, creates up to five missiles of magical energy that dart forth from the wizard's fingertip and unerringly strike their target, which must be a creature of some sort. Each missile inflicts 1d4+1 points of damage. For every 2 extra levels of experience, the wizard gains an additional missile—has 2 at 3rd level, 3 at 5th level, 4 at 7th level, up to a total of 5 at 9th level. @@ -12870,14 +11560,14 @@ Saving Throw: None When this spell is cast, it creates a magical barrier around the recipient at a distance of one foot. The barrier moves with the recipient and has two major effects: First, all attacks made by evil or evilly enchanted creatures against the protected creature receive a penalty of -2 to each attack roll. Second, summoned demons cannot target the protected creature.
Protection From Evil +(Abjuration) -School: Abjuration Level: 1 Range: 3 meters -Duration: 2 rounds par niveau +Duration: 2 rounds/level Casting time: 1 Area of Effect: 1 creature -Saving Throw: TODO +Saving Throw: None When this spell is cast, it creates a magical barrier around the recipient at a distance of one foot. The barrier moves with the recipient and has two major effects: First, all attacks made by evil or evilly enchanted creatures against the protected creature receive a penalty of -2 to each attack roll. Second, summoned demons cannot target the protected creature. @@ -12896,14 +11586,14 @@ Saving Throw: None When this spell is cast, an invisible barrier comes into being in front of the wizard. It sets the wizard's Armor Class to 4 against all melee weapons, and 2 against missile weapons. It also grants the wizard immunity from the spell Magic Missile. The effect lasts for the duration of the spell or until dispelled.
Shield +(Invocation) -School: Invocation Level: 1 Range: Contact Duration: 1 hour Casting time: 1 Area of Effect: Caster -Saving Throw: TODO +Saving Throw: None When this spell is cast, an invisible barrier comes into being in front of the wizard. It sets the wizard's Armor Class to 4 against all melee weapons, and 2 against missile weapons. It also grants the wizard immunity from the spell Magic Missile. The effect lasts for the duration of the spell or until dispelled. @@ -12923,77 +11613,77 @@ Saving Throw: None When the wizard touches a creature while this spell is in effect, an electrical charge will deal 1d8 points of damage plus 1 per level of the caster to the creature touched. In addition, the grasp itself does 1d2 fist damage (Strength bonuses apply). The wizard only has one charge, and once an opponent has been touched, the spell's energies have been used. If the wizard misses, the spell is wasted. The wizard has 1 round per level to touch the target creature.
Shocking Grasp +(Alteration) -School: Alteration Level: 1 Range: Contact -Duration: 1 round par niveau +Duration: 1 round/level Casting time: 1 Area of Effect: Caster -Saving Throw: TODO +Saving Throw: None When the wizard touches a creature while this spell is in effect, an electrical charge will deal 1d8 points of damage plus 1 per level of the caster to the creature touched. In addition, the grasp itself does 1d2 fist damage (Strength bonuses apply). The wizard only has one charge, and once an opponent has been touched, the spell's energies have been used. If the wizard misses, the spell is wasted. The wizard has 1 round per level to touch the target creature. STATISTICS: -- Create a magical weapon (Shocking Grasp) +- Create 1 magical weapon (Shocking Grasp) From level 2 -- Create a magical weapon (Shocking Grasp) +- Create 1 magical weapon (Shocking Grasp) From level 3 -- Create a magical weapon (Shocking Grasp) +- Create 1 magical weapon (Shocking Grasp) From level 4 -- Create a magical weapon (Shocking Grasp) +- Create 1 magical weapon (Shocking Grasp) From level 5 -- Create a magical weapon (Shocking Grasp) +- Create 1 magical weapon (Shocking Grasp) From level 6 -- Create a magical weapon (Shocking Grasp) +- Create 1 magical weapon (Shocking Grasp) From level 7 -- Create a magical weapon (Shocking Grasp) +- Create 1 magical weapon (Shocking Grasp) From level 8 -- Create a magical weapon (Shocking Grasp) +- Create 1 magical weapon (Shocking Grasp) From level 9 -- Create a magical weapon (Shocking Grasp) +- Create 1 magical weapon (Shocking Grasp) From level 10 -- Create a magical weapon (Shocking Grasp) +- Create 1 magical weapon (Shocking Grasp) From level 11 -- Create a magical weapon (Shocking Grasp) +- Create 1 magical weapon (Shocking Grasp) From level 12 -- Create a magical weapon (Shocking Grasp) +- Create 1 magical weapon (Shocking Grasp) From level 13 -- Create a magical weapon (Shocking Grasp) +- Create 1 magical weapon (Shocking Grasp) From level 14 -- Create a magical weapon (Shocking Grasp) +- Create 1 magical weapon (Shocking Grasp) From level 15 -- Create a magical weapon (Shocking Grasp) +- Create 1 magical weapon (Shocking Grasp) From level 16 -- Create a magical weapon (Shocking Grasp) +- Create 1 magical weapon (Shocking Grasp) From level 17 -- Create a magical weapon (Shocking Grasp) +- Create 1 magical weapon (Shocking Grasp) From level 18 -- Create a magical weapon (Shocking Grasp) +- Create 1 magical weapon (Shocking Grasp) From level 19 -- Create a magical weapon (Shocking Grasp) +- Create 1 magical weapon (Shocking Grasp) From level 20 -- Create a magical weapon (Shocking Grasp)
Sleep (Enchantment/Charm) @@ -13005,20 +11695,20 @@ Saving Throw: Neg. When a wizard casts a Sleep spell,causes a comatose slumber to come upon one or more enemies (other than undead and certain other creatures specifically excluded from the spell's effects). All creatures to be affected by the Sleep spell must be within a 15-ft. radius. Creatures in the area of effect must make a Saving Throw vs. Death with a -3 penalty or fall asleep. Monsters with 5 Hit Dice or more are unaffected. Attacks against sleeping opponents never miss.
Sleep +(Enchantment) -School: Enchantment Level: 1 Range: 18 meters -Duration: 5 rounds par niveau +Duration: 5 rounds/level Casting time: 1 -Area of Effect: 4,5 meters' radius -Saving Throw: TODO +Area of Effect: Enemies within a 4,5 meters radius +Saving Throw: Special When a wizard casts a Sleep spell,causes a comatose slumber to come upon one or more enemies (other than undead and certain other creatures specifically excluded from the spell's effects). All creatures to be affected by the Sleep spell must be within a 15-ft. radius. Creatures in the area of effect must make a Saving Throw vs. Death with a -3 penalty or fall asleep. Monsters with 5 Hit Dice or more are unaffected. Attacks against sleeping opponents never miss. STATISTICS: -- Renders the target (of level 4 or lower) unconscious (save vs. Death at -3 neg.) (Inefficace contre les half elves and the elves)
Chill Touch (Necromancy) @@ -13030,20 +11720,20 @@ Saving Throw: Neg. When the caster completes this spell, a blue glow encompasseshand. This energy attacks the life force of any living creature upon which the wizard makes a successful melee attack. (Nonliving creatures such as golems and undead are unaffected by this spell.) The creature is punched for 1d2 fist damage (Strength bonuses apply) and must make a Saving Throw vs. Spell or suffer 1d8 points of damage and receive a -2 THAC0 penalty for 5 rounds.
Chill Touch +(Necromancy) -School: Necromancy Level: 1 Range: Contact Duration: 1 turn Casting time: 1 Area of Effect: Caster -Saving Throw: TODO +Saving Throw: None When the caster completes this spell, a blue glow encompasseshand. This energy attacks the life force of any living creature upon which the wizard makes a successful melee attack. (Nonliving creatures such as golems and undead are unaffected by this spell.) The creature is punched for 1d2 fist damage (Strength bonuses apply) and must make a Saving Throw vs. Spell or suffer 1d8 points of damage and receive a -2 THAC0 penalty for 5 rounds. STATISTICS: -- Create a magical weapon (Chill Touch)
Chromatic Orb (Evocation) @@ -13066,14 +11756,14 @@ 12th Level: 2d8 acid damage and instantly kills the victim. NOTE: The victim saves vs. Spell with a +6 bonus against all the effects and gets no save against the damage.
Chromatic Orb +(Invocation) -School: Invocation Level: 1 Range: 27,5 meters Duration: Special Casting time: 1 Area of Effect: 1 creature -Saving Throw: TODO +Saving Throw: Special This spell causes a 2-ft. diameter sphere to appear in the caster's hand. When thrown, the sphere heads unerringly to its target. The effect the orb has upon the target varies with the level of the caster. Each orb will do damage to the target against which there is no save and an effect against which the target must save vs. Spell with a +6 bonus: 1st Level: 1d4 damage and blinds the target for 1 round. @@ -13094,7 +11784,6 @@ - Inflicts 1d4 magic damage to the target From level 2 -- Inflicts 1d4 magic damage to the target - Armor Class of the target: -1 for 10 seconds (save vs. Spells at +6 neg.) - Reduces the Dexterity of the target by 1 for 10 seconds (save vs. Spells at +6 neg.) - Reduces the Strength of the target by 1 for 10 seconds (save vs. Spells at +6 neg.) @@ -13105,7 +11794,6 @@ - Inflicts 1d8 fire damage to the target (save vs. Spells at +6 neg.) From level 4 -- Inflicts 1d6 magic damage to the target - Blinds the target for 1 turn (save vs. Spells at +6 neg.) From level 5 @@ -13113,7 +11801,6 @@ - Stuns the target for 3 rounds (save vs. Spells at +6 neg.) From level 6 -- Inflicts 1d8 magic damage to the target - Reduces the THAC0 of the target by 4 for 1 turn (save vs. Spells at +6 neg.) From level 7 @@ -13138,20 +11825,20 @@ Saving Throw: None With this spell, the wizard drains the life force from a target and adds it toown. The target creature suffers 4 damage, while the Mage gains 4 Hit Points. If the Mage goes over maximum Hit Point total with this spell, loses any extra Hit Points after 1 turn.
Larloch's Minor Drain +(Necromancy) -School: Necromancy Level: 1 Range: 9 meters Duration: Instant Casting time: 1 Area of Effect: 1 creature -Saving Throw: TODO +Saving Throw: None With this spell, the wizard drains the life force from a target and adds it toown. The target creature suffers 4 damage, while the Mage gains 4 Hit Points. If the Mage goes over maximum Hit Point total with this spell, loses any extra Hit Points after 1 turn. STATISTICS: -- Drains 4 magic damage to the target for 1 turn (not cumulative) (Inefficace contre les the wearer, the undead and the golems)
Reflected Image (Illusion/Phantasm) @@ -13163,14 +11850,14 @@ Saving Throw: None Upon casting this spell, the wizard creates 1 image ofself that will travel alongside . The image will perform all of the actions that the wizard does so that if any enemies are trying to attack the wizard, they will not know which one is real. There is a 50% chance that the attacker will attack the image and a 50% chance that he will attack the caster. The image will disappear with a successful Dispel Magic, when attacked, or when the spell's duration expires.
Reflected Image +(Illusion) -School: Illusion Level: 1 Range: Contact -Duration: 3 rounds + 1 round par niveau +Duration: 3 rounds + 1 round/level Casting time: 1 Area of Effect: Caster -Saving Throw: TODO +Saving Throw: None Upon casting this spell, the wizard creates 1 image ofself that will travel alongside . The image will perform all of the actions that the wizard does so that if any enemies are trying to attack the wizard, they will not know which one is real. There is a 50% chance that the attacker will attack the image and a 50% chance that he will attack the caster. The image will disappear with a successful Dispel Magic, when attacked, or when the spell's duration expires. @@ -13252,14 +11939,14 @@ – Magic Resistance: 15% – Combat: 2 attacks per round at 15 THAC0 for 1d6 damage – Special Abilities: Has 100% resistance to fire, cold, and electricity. Can cast Horror once per day. Regenerates 1 HP/round.
Find Familiar +(Conjuration) -School: Conjuration Level: 1 Range: 6 meters Duration: 1 turn Casting time: 9 -Area of Effect: Point dans le champ visuel du lanceur -Saving Throw: TODO +Area of Effect: Point in the visual range of the caster +Saving Throw: None This spell enables the caster to attempt to summon a familiar to act asaide and companion. Familiars are typically small creatures. A creature acting as a familiar can benefit a wizard, conveying its sensory powers to its master, conversing with , and serving as a guard/scout/spy as well. A wizard can have only one familiar at a time, and has no control over what sort of creature answers the summoning, if any come at all. @@ -13345,14 +12032,14 @@ To use Nahal's Reckless Dweomer simply cast it, then choose from your list of known spells. A burst of magical energy is released, which the Wild Mage will try to manipulate into the desired form. The actual effect of the spell is determined randomly by a dice roll on the Wild Surge Table (see the manual for more details). Because the release of energy is planned by the Mage, level is added to the dice roll. If the result indicates success, the Mage has shaped the magical energy into the desired effect. More often than not, the effect is completely unexpected. The result might be beneficial to the Mage, or it might be completely disastrous: This is the risk the Mage takes in casting Nahal's Reckless Dweomer.
Nahal's Reckless Dweomer +(Entropy) -School: Entropy Level: 1 Range: Contact -Duration: 1 turn +Duration: Instant Casting time: 5 Area of Effect: Caster -Saving Throw: TODO +Saving Throw: None This spell is the Wild Mage's ultimate last-resort spell. When cast, the Mage releases a sudden flood of wild magical energy in the hope of seizing and shaping that energy into a desired spell effect. The attempt usually fails, but something almost always occurs in the process. @@ -13375,14 +12062,14 @@ Saving Throw: Neg. A Spook spell enables the wizard to play upon natural fears to cause the target creature to perceive the caster as someone or something inimical, which then appears to advance upon it in a threatening manner. If the creature does not make a successful Saving Throw vs. Spell, it turns and flees at maximum speed as far from the wizard as possible. The creature suffers a Saving Throw penalty of -1 every 2 levels of the caster, up to a maximum of -6 at 12th level. Although the caster does not actually pursue the fleeing creature, a phantasm from its own mind does. Undead are completely unaffected.
Spook +(Illusion) -School: Illusion Level: 1 Range: 18 meters Duration: 3 rounds Casting time: 1 Area of Effect: 1 creature -Saving Throw: TODO +Saving Throw: Neg. A Spook spell enables the wizard to play upon natural fears to cause the target creature to perceive the caster as someone or something inimical, which then appears to advance upon it in a threatening manner. If the creature does not make a successful Saving Throw vs. Spell, it turns and flees at maximum speed as far from the wizard as possible. The creature suffers a Saving Throw penalty of -1 every 2 levels of the caster, up to a maximum of -6 at 12th level. Although the caster does not actually pursue the fleeing creature, a phantasm from its own mind does. Undead are completely unaffected. @@ -13418,14 +12105,14 @@ Saving Throw: None This spell creates up to four glowing spheres of light (such as evidenced by will-o-wisps) or one faintly glowing, vaguely humanoid shape, somewhat similar to a fire elemental. The dancing lights move randomly without concentration upon such movement by the wizard. Although the lights cause no physical harm, they can distract enemies until either their duration expires or dispersed by weapon or magic.
Dancing Lights +(Alteration) -School: Alteration Level: 1 Range: 9 meters -Duration: 2 rounds par niveau +Duration: 2 rounds/level Casting time: 1 -Area of Effect: Point dans le champ visuel du lanceur -Saving Throw: TODO +Area of Effect: Point in the visual range of the caster +Saving Throw: None This spell creates up to four glowing spheres of light (such as evidenced by will-o-wisps) or one faintly glowing, vaguely humanoid shape, somewhat similar to a fire elemental. The dancing lights move randomly without concentration upon such movement by the wizard. Although the lights cause no physical harm, they can distract enemies until either their duration expires or dispersed by weapon or magic. @@ -13444,14 +12131,14 @@ Saving Throw: None When a Blur spell is cast, the wizard causes the outline ofform to become blurred, shifting and wavering. This distortion causes all missile and melee attacks against the caster to be made with a -3 penalty. The wizard also gains a +1 bonus to all of Saving Throws.
Blur +(Illusion) -School: Illusion Level: 2 Range: Contact -Duration: 4 rounds + 2 rounds par niveau +Duration: 4 rounds + 2 rounds/level Casting time: 2 Area of Effect: Caster -Saving Throw: TODO +Saving Throw: None When a Blur spell is cast, the wizard causes the outline ofform to become blurred, shifting and wavering. This distortion causes all missile and melee attacks against the caster to be made with a -3 penalty. The wizard also gains a +1 bonus to all of Saving Throws. @@ -13470,20 +12157,20 @@ Saving Throw: None This spell discovers emanations of evil from any creature. Any evil creature within the range of the spell will glow red briefly.
Detect Evil +(Divination) -School: Divination Level: 2 Range: Contact Duration: Instant Casting time: 2 -Area of Effect: 9 meters' radius around the caster -Saving Throw: TODO +Area of Effect: Le lanceur et toute créature dans un rayon de 9 meters +Saving Throw: None This spell discovers emanations of evil from any creature. Any evil creature within the range of the spell will glow red briefly. STATISTICS: -- Instantly cast Detect Evil on the target (Inefficace contre les créatures sous l'effet de Non-détection)
Detect Invisibility (Divination) @@ -13497,14 +12184,14 @@ When the wizard casts a Detect Invisibility spell,is able to see clearly any objects or beings that are invisible, as well as any that are astral, ethereal, or out of phase. In addition, this spell enables the wizard to detect hidden or concealed creatures (e.g., Thieves hiding in shadows, halflings in underbrush, and so on). It does not reveal the method of concealment or invisibility, except in the case of astral travelers (where the silver cord can be seen). It does not reveal illusions or enable the caster to see through physical objects. Note: If an invisible creature enters the area of effect after the spell has already been cast, the creature will remain invisible.
Detect Invisibility +(Divination) -School: Divination Level: 2 Range: Contact Duration: Instant Casting time: 2 -Area of Effect: 35,5 meters' radius around the caster -Saving Throw: TODO +Area of Effect: Enemies within a 35,5 meters radius around of the caster +Saving Throw: None When the wizard casts a Detect Invisibility spell,is able to see clearly any objects or beings that are invisible, as well as any that are astral, ethereal, or out of phase. In addition, this spell enables the wizard to detect hidden or concealed creatures (e.g., Thieves hiding in shadows, halflings in underbrush, and so on). It does not reveal the method of concealment or invisibility, except in the case of astral travelers (where the silver cord can be seen). It does not reveal illusions or enable the caster to see through physical objects. @@ -13512,7 +12199,7 @@ STATISTICS: -- Dispel the target's invisibility (Effectif contre les créatures invisibles. Inefficace contre les créatures sous l'effet de Non-détection)
Horror (Necromancy) @@ -13524,14 +12211,14 @@ Saving Throw: Neg. All enemies within the area of effect when this spell is cast must save vs. Spell or flee in terror. Certain creatures are immune to the effects of fear, including all undead.
Horror +(Necromancy) -School: Necromancy Level: 2 Range: 12 meters Duration: 1 turn Casting time: 2 -Area of Effect: 4,5 meters' radius -Saving Throw: TODO +Area of Effect: Enemies within a 4,5 meters radius +Saving Throw: Neg. All enemies within the area of effect when this spell is cast must save vs. Spell or flee in terror. Certain creatures are immune to the effects of fear, including all undead. @@ -13549,14 +12236,14 @@ Saving Throw: None This spell causes the creature touched to vanish from sight and be undetectable by normal vision or even infravision. Of course, the invisible creature is not magically silenced, and certain other conditions can render the creature detectable. Even allies cannot see the invisible creature or its gear, unless these allies can normally see invisible things or employ magic to do so. Items dropped or put down by the invisible creature become visible; items picked up disappear if tucked into the clothing or pouches worn by the creature. The spell remains in effect until it is magically broken or dispelled, until the recipient attacks any creature, or until 24 hours have passed. The caster cannot perform any actions that manipulate the environment around, such as opening doors, disarming a trap, or opening a chest. The caster can, however, cast defensive spells on self and fellow party members. And if attacks, immediately becomes visible, although the invisibility enables to attack first.
Invisibility +(Illusion) -School: Illusion Level: 2 Range: 3 meters Duration: 1 day Casting time: 2 Area of Effect: 1 creature -Saving Throw: TODO +Saving Throw: None This spell causes the creature touched to vanish from sight and be undetectable by normal vision or even infravision. Of course, the invisible creature is not magically silenced, and certain other conditions can render the creature detectable. Even allies cannot see the invisible creature or its gear, unless these allies can normally see invisible things or employ magic to do so. Items dropped or put down by the invisible creature become visible; items picked up disappear if tucked into the clothing or pouches worn by the creature. The spell remains in effect until it is magically broken or dispelled, until the recipient attacks any creature, or until 24 hours have passed. The caster cannot perform any actions that manipulate the environment around, such as opening doors, disarming a trap, or opening a chest. The caster can, however, cast defensive spells on self and fellow party members. And if attacks, immediately becomes visible, although the invisibility enables to attack first. @@ -13574,14 +12261,14 @@ Saving Throw: None The Knock spell opens locked, held, or wizard-locked doors. It opens secret doors as well as locked boxes or chests. It does not raise barred gates or similar impediments.
Knock +(Alteration) -School: Alteration Level: 2 Range: 6 meters Duration: Instant Casting time: 1 Area of Effect: 1 creature -Saving Throw: TODO +Saving Throw: None The Knock spell opens locked, held, or wizard-locked doors. It opens secret doors as well as locked boxes or chests. It does not raise barred gates or similar impediments. @@ -13599,14 +12286,14 @@ Saving Throw: Neg. A Know Alignment spell enables the Mage to exactly read the aura of a creature. If the creature rolls a successful Saving Throw vs. Spell, the caster learns nothing about that particular creature from the casting. When a character is hit by this spell, he will glow red if evil, green if good, and white if neutral. Certain magical devices negate the power of the Know Alignment spell.
Know Alignment +(Divination) -School: Divination Level: 2 Range: 9 meters Duration: 5 rounds Casting time: 9 Area of Effect: 1 creature -Saving Throw: TODO +Saving Throw: None A Know Alignment spell enables the Mage to exactly read the aura of a creature. If the creature rolls a successful Saving Throw vs. Spell, the caster learns nothing about that particular creature from the casting. When a character is hit by this spell, he will glow red if evil, green if good, and white if neutral. Certain magical devices negate the power of the Know Alignment spell. @@ -13626,14 +12313,14 @@ Saving Throw: None The recipient of this spell gains extraordinary luck for the next 3 rounds, receiving a +1 bonus toSaving Throws, attack rolls, and minimum damage/healing rolls as well as +5% to all thieving skills. Furthermore, damage dice for all effects outside a weapon's base damage is reduced by 1. For example, a 6d6 fireball will do 6d5 damage, and a flaming long sword that deals 1d8+2 slashing plus 1d3 fire damage will deal 1d8+2 slashing plus 1d2 fire damage instead.
Luck +(Enchantment) -School: Enchantment Level: 2 Range: 4,5 meters Duration: 3 rounds Casting time: 2 Area of Effect: 1 creature -Saving Throw: TODO +Saving Throw: None The recipient of this spell gains extraordinary luck for the next 3 rounds, receiving a +1 bonus toSaving Throws, attack rolls, and minimum damage/healing rolls as well as +5% to all thieving skills. Furthermore, damage dice for all effects outside a weapon's base damage is reduced by 1. For example, a 6d6 fireball will do 6d5 damage, and a flaming long sword that deals 1d8+2 slashing plus 1d3 fire damage will deal 1d8+2 slashing plus 1d2 fire damage instead. @@ -13653,20 +12340,19 @@ Saving Throw: None The wizard instills courage in the spell's recipients, raising their morale to its highest. The recipients' morale will gradually reset to normal as the duration runs out. If the recipients are affected by magical fear, they will regain their composure.
Resist Fear +(Abjuration) -School: Abjuration Level: 2 Range: 9 meters -Duration: 40 seconds +Duration: 1 hour Casting time: 1 -Area of Effect: 4,5 meters' radius -Saving Throw: TODO +Area of Effect: Allies within a 4,5 meters radius +Saving Throw: None The wizard instills courage in the spell's recipients, raising their morale to its highest. The recipients' morale will gradually reset to normal as the duration runs out. If the recipients are affected by magical fear, they will regain their composure. STATISTICS: -- Dispels and protects from effects of the spell Horror on the target - Cure horror on the target - Immune the target to horror and panic
Melf's Acid Arrow @@ -13680,54 +12366,20 @@ Saving Throw: None By means of this spell, the wizard creates a magical arrow that speeds to its target unerringly. The arrow has no attack or damage bonus, but inflicts 2d4 points of acid damage (there is no splash damage). For every 3 levels of the caster, the acid lasts for another round, unless somehow dispelled, inflicting another 2d4 points of damage each round. So at 3rd-5th level, the acid lasts 2 rounds, at 6th-8th level, the acid lasts for 3 rounds, and so on.
Melf's Acid Arrow +(Conjuration) -School: Conjuration Level: 2 Range: 18 meters -Duration: Special +Duration: Instant Casting time: 2 Area of Effect: 1 creature -Saving Throw: TODO +Saving Throw: None By means of this spell, the wizard creates a magical arrow that speeds to its target unerringly. The arrow has no attack or damage bonus, but inflicts 2d4 points of acid damage (there is no splash damage). For every 3 levels of the caster, the acid lasts for another round, unless somehow dispelled, inflicting another 2d4 points of damage each round. So at 3rd-5th level, the acid lasts 2 rounds, at 6th-8th level, the acid lasts for 3 rounds, and so on. STATISTICS: -- Inflicts 2d4 acid damage to the target -- Inflicts 2d4 acid damage to the target after 1 round - -From level 6 -- Inflicts 2d4 acid damage to the target after 2 rounds - -From level 9 -- Inflicts 2d4 acid damage to the target after 2 rounds -- Inflicts 2d4 acid damage to the target after 3 rounds - -From level 12 -- Inflicts 2d4 acid damage to the target after 2 rounds -- Inflicts 2d4 acid damage to the target after 3 rounds -- Inflicts 2d4 acid damage to the target after 4 rounds - -From level 15 -- Inflicts 2d4 acid damage to the target after 2 rounds -- Inflicts 2d4 acid damage to the target after 3 rounds -- Inflicts 2d4 acid damage to the target after 4 rounds -- Inflicts 2d4 acid damage to the target after 5 rounds - -From level 18 -- Inflicts 2d4 acid damage to the target after 2 rounds -- Inflicts 2d4 acid damage to the target after 3 rounds -- Inflicts 2d4 acid damage to the target after 4 rounds -- Inflicts 2d4 acid damage to the target after 5 rounds -- Inflicts 2d4 acid damage to the target after 6 rounds - -From level 21 -- Inflicts 2d4 acid damage to the target after 2 rounds -- Inflicts 2d4 acid damage to the target after 3 rounds -- Inflicts 2d4 acid damage to the target after 4 rounds -- Inflicts 2d4 acid damage to the target after 5 rounds -- Inflicts 2d4 acid damage to the target after 6 rounds -- Inflicts 2d4 acid damage to the target after 7 rounds
Mirror Image (Illusion/Phantasm) @@ -13739,14 +12391,14 @@ Saving Throw: None When a Mirror Image spell is invoked, the caster causes from 2 to 8 exact duplicates ofself to come into being around . These images do exactly what the wizard does. Since the spell causes a blurring and slight distortion when cast, it is impossible for opponents to be certain which are the illusions and which is the actual wizard. When an image is struck by a melee or missile attack—magical or otherwise—it disappears, but any other existing images remain intact until they are struck. However, it is important to note that this will not protect the caster against every attack, as it is possible for an enemy to choose the real caster amongst all the images.
Mirror Image +(Illusion) -School: Illusion Level: 2 Range: Contact -Duration: 3 rounds + 1 round par niveau +Duration: 3 rounds + 1 round/level Casting time: 1 Area of Effect: Caster -Saving Throw: TODO +Saving Throw: None When a Mirror Image spell is invoked, the caster causes from 2 to 8 exact duplicates ofself to come into being around . These images do exactly what the wizard does. Since the spell causes a blurring and slight distortion when cast, it is impossible for opponents to be certain which are the illusions and which is the actual wizard. When an image is struck by a melee or missile attack—magical or otherwise—it disappears, but any other existing images remain intact until they are struck. However, it is important to note that this will not protect the caster against every attack, as it is possible for an enemy to choose the real caster amongst all the images. @@ -13764,14 +12416,14 @@ Saving Throw: Neg. When casting a Stinking Cloud spell, the wizard creates a billowing mass of nauseous vapors up to 90 ft. away from position. Any creature caught within the cloud must roll a successful Saving Throw vs. Poison at +2 or be sent reeling and fall down for 1d2 rounds. Those who make successful Saving Throws can leave the cloud without suffering any ill effects, although those remaining in the cloud must continue to save each round. A Dispel Magic will remove the nausea on a particular character, but if they remain in the cloud, then they are still subject to its effects.
Stinking Cloud +(Invocation) -School: Invocation Level: 2 Range: 12 meters Duration: 9 seconds Casting time: 2 Area of Effect: 4,5 meters' radius -Saving Throw: TODO +Saving Throw: Neg. When casting a Stinking Cloud spell, the wizard creates a billowing mass of nauseous vapors up to 90 ft. away fromposition. Any creature caught within the cloud must roll a successful Saving Throw vs. Poison at +2 or be sent reeling and fall down for 1d2 rounds. Those who make successful Saving Throws can leave the cloud without suffering any ill effects, although those remaining in the cloud must continue to save each round. A Dispel Magic will remove the nausea on a particular character, but if they remain in the cloud, then they are still subject to its effects. @@ -13789,14 +12441,14 @@ Saving Throw: None Application of this spell sets the Strength of the character to 18 and then adds a +50% bonus on top of this. The character receives any strength bonuses appropriate. For example, if a character has between 18/50 and 18/00 Strength, then Strength will just be set to 18/00. If a character has a Strength between 18/01 and 18/50, then Strength will become 18/50 + original percentage. If Strength is less than 18, then it will just become 18/50. However, this spell will actually lower a character's Strength if it is already 19 or more.
Strength +(Alteration) -School: Alteration Level: 2 Range: 6 meters -Duration: 1 turn par niveau +Duration: 1 turn/level Casting time: 9 Area of Effect: 1 creature -Saving Throw: TODO +Saving Throw: None Application of this spell sets the Strength of the character to 18 and then adds a +50% bonus on top of this. The character receives any strength bonuses appropriate. For example, if a character has between 18/50 and 18/00 Strength, thenStrength will just be set to 18/00. If a character has a Strength between 18/01 and 18/50, then Strength will become 18/50 + original percentage. If Strength is less than 18, then it will just become 18/50. However, this spell will actually lower a character's Strength if it is already 19 or more. @@ -13815,14 +12467,14 @@ Saving Throw: Neg. A Web spell creates a many-layered mass of strong, sticky strands similar to spider webs but far larger and tougher. The Web spell covers a maximum area of about 15 ft. in radius (roughly the same size as a Fireball). Creatures caught within webs, or simply touching them, become stuck among the gluey fibers. Anyone in the area when the spell is cast must roll a Saving Throw vs. Spell with a -2 penalty. If the Saving Throw is successful, then the creature is free to move out of the area. A failed Saving Throw means the creature is stuck in the webs unable to move. Each round that a creature remains in the web, it must make a Saving Throw or be unable to move.
Web +(Invocation) -School: Invocation Level: 2 Range: 12 meters Duration: 7 seconds Casting time: 2 Area of Effect: 4,5 meters' radius -Saving Throw: TODO +Saving Throw: Neg. A Web spell creates a many-layered mass of strong, sticky strands similar to spider webs but far larger and tougher. The Web spell covers a maximum area of about 15 ft. in radius (roughly the same size as a Fireball). Creatures caught within webs, or simply touching them, become stuck among the gluey fibers. Anyone in the area when the spell is cast must roll a Saving Throw vs. Spell with a -2 penalty. If the Saving Throw is successful, then the creature is free to move out of the area. A failed Saving Throw means the creature is stuck in the webs unable to move. Each round that a creature remains in the web, it must make a Saving Throw or be unable to move. @@ -13841,14 +12493,14 @@ Saving Throw: None Upon casting this spell, a jet of flame appears at the caster's fingertips and bursts out toward one target of the caster's choice. That target will be hit by this flame for 3d6 points of damage. The flame jet strikes a second time halfway through its duration, and the caster may move while the spell is in effect. There is no Saving Throw against this spell, though anti-fire capabilities such as Fire Resistance will apply and may reduce or eliminate the damage.
Agannazar's Scorcher +(Invocation) -School: Invocation Level: 2 Range: 4,5 meters Duration: 2 seconds Casting time: 3 Area of Effect: 1 creature -Saving Throw: TODO +Saving Throw: Special Upon casting this spell, a jet of flame appears at the caster's fingertips and bursts out toward one target of the caster's choice. That target will be hit by this flame for 3d6 points of damage. The flame jet strikes a second time halfway through its duration, and the caster may move while the spell is in effect. There is no Saving Throw against this spell, though anti-fire capabilities such as Fire Resistance will apply and may reduce or eliminate the damage. @@ -13867,20 +12519,20 @@ Saving Throw: Neg. When the caster completes this spell, a red glow encompasseshand. When the wizard makes a successful melee attack against a creature, that creature is punched for 1d2 fist damage (Strength bonuses apply) and must make a Saving Throw vs. Spell or be paralyzed for 5 rounds.
Ghoul Touch +(Necromancy) -School: Necromancy Level: 2 Range: Contact Duration: 5 rounds Casting time: 1 Area of Effect: Caster -Saving Throw: TODO +Saving Throw: None When the caster completes this spell, a red glow encompasseshand. When the wizard makes a successful melee attack against a creature, that creature is punched for 1d2 fist damage (Strength bonuses apply) and must make a Saving Throw vs. Spell or be paralyzed for 5 rounds. STATISTICS: -- Create a magical weapon (Ghoul Touch)
Vocalize (Alteration) @@ -13892,14 +12544,14 @@ Saving Throw: None The recipient of this spell can cast spells with a verbal component without having to make any noise. Effectively, this spell cancels the effects of Silence and makes the recipient immune to it for the spell's duration. This spell has no effect on other noises or speech—it simply removes a spell's verbal component.
Vocalize +(Alteration) -School: Alteration Level: 2 Range: Contact Duration: 1 turn Casting time: 2 Area of Effect: Caster -Saving Throw: TODO +Saving Throw: None The recipient of this spell can cast spells with a verbal component without having to make any noise. Effectively, this spell cancels the effects of Silence and makes the recipient immune to it for the spell's duration. This spell has no effect on other noises or speech—it simply removes a spell's verbal component. @@ -13918,20 +12570,20 @@ Saving Throw: None When a wizard calls upon a Power Word, Sleep spell,causes a comatose slumber to come upon 1 creature (other than undead and certain other creatures specifically excluded from the spell's effects). The creature targeted must have less than 20 Hit Points and gets no Saving Throw. Magically sleeping opponents can be attacked with substantial bonuses. The Sleep effect will last for 5 rounds. This spell has no effect on creatures with more than 20 Hit Points.
Power Word, Sleep +(Conjuration) -School: Conjuration Level: 2 Range: 12 meters Duration: 5 rounds Casting time: 1 Area of Effect: 1 creature -Saving Throw: TODO +Saving Throw: None When a wizard calls upon a Power Word, Sleep spell,causes a comatose slumber to come upon 1 creature (other than undead and certain other creatures specifically excluded from the spell's effects). The creature targeted must have less than 20 Hit Points and gets no Saving Throw. Magically sleeping opponents can be attacked with substantial bonuses. The Sleep effect will last for 5 rounds. This spell has no effect on creatures with more than 20 Hit Points. STATISTICS: -- Sleeps the target si ses points de vie sont inférieurs à 20 (Inefficace contre les créatures dont les points de vie sont supérieurs ou égaux à 20, the half elves and the elves)
Ray of Enfeeblement (Enchantment/Charm) @@ -13943,14 +12595,14 @@ Saving Throw: Neg. By means of a Ray of Enfeeblement, a wizard weakens an opponent, reducing its Strength score and thereby the attacks that rely upon it. The victim is reduced to a Strength score of 5 for the duration of the spell, unless a Saving Throw vs. Spell is made. This spell does not affect combat bonuses due to magical items, and those conferring increased Strength function normally. However, the target receives all the penalties for a Strength score of 5 such as attack and damage penalties as well as lower weight allowance.
Ray of Enfeeblement +(Enchantment) -School: Enchantment Level: 2 Range: 12 meters -Duration: 1 round par niveau +Duration: 1 round/level Casting time: 2 Area of Effect: 1 creature -Saving Throw: TODO +Saving Throw: Neg. By means of a Ray of Enfeeblement, a wizard weakens an opponent, reducing its Strength score and thereby the attacks that rely upon it. The victim is reduced to a Strength score of 5 for the duration of the spell, unless a Saving Throw vs. Spell is made. This spell does not affect combat bonuses due to magical items, and those conferring increased Strength function normally. However, the target receives all the penalties for a Strength score of 5 such as attack and damage penalties as well as lower weight allowance. @@ -13968,14 +12620,14 @@ Saving Throw: None Chaos Shield increases a Wild Mage's chance to gain a favorable result when a Wild Surge occurs. Every time a roll is made on the Wild Surge chart, an extra 15 is added to the dice roll. When Nahal's Reckless Dweomer is cast, the bonus from Chaos Shield stacks with the Wild Mage's level bonus. It does not stack with Improved Chaos Shield
Chaos Shield +(Abjuration) -School: Abjuration Level: 2 Range: Contact -Duration: 5 rounds + 1 turn par tranche de 5 niveaux +Duration: 5 rounds + 1 turn/5 levels Casting time: 2 Area of Effect: Caster -Saving Throw: TODO +Saving Throw: None Chaos Shield increases a Wild Mage's chance to gain a favorable result when a Wild Surge occurs. Every time a roll is made on the Wild Surge chart, an extra 15 is added to the dice roll. When Nahal's Reckless Dweomer is cast, the bonus from Chaos Shield stacks with the Wild Mage's level bonus. It does not stack with Improved Chaos Shield @@ -13994,14 +12646,14 @@ Saving Throw: Neg. The Deafness spell causes the recipient to become totally unable to hear any sounds. The victim is allowed a Saving Throw vs. Spell to negate the effect. Deafened spellcasters have a 50% chance to miscast any spells. This deafness can be done away with by means of a Dispel Magic spell or a Cure Disease spell.
Deafness +(Illusion) -School: Illusion Level: 2 Range: 12 meters Duration: Instant Casting time: 2 Area of Effect: 1 creature -Saving Throw: TODO +Saving Throw: Neg. The Deafness spell causes the recipient to become totally unable to hear any sounds. The victim is allowed a Saving Throw vs. Spell to negate the effect. Deafened spellcasters have a 50% chance to miscast any spells. This deafness can be done away with by means of a Dispel Magic spell or a Cure Disease spell. @@ -14019,14 +12671,14 @@ Saving Throw: Neg. This spell creates a cloud of glittering golden particles within the area of effect. All enemies in the area must roll a successful Saving Throw vs. Spell or be blinded (-4 penalty to attack rolls and Armor Class) for 4 rounds. In addition, all enemies who fail their Saving Throw are covered by the dust, which cannot be removed and continues to sparkle until it fades, thus revealing invisible creatures. The dust fades in 4 rounds.
Glitterdust +(Conjuration) -School: Conjuration Level: 2 Range: 6 meters Duration: 4 rounds Casting time: 2 -Area of Effect: 4,5 meters' radius -Saving Throw: TODO +Area of Effect: Enemies within a 4,5 meters radius +Saving Throw: Neg. This spell creates a cloud of glittering golden particles within the area of effect. All enemies in the area must roll a successful Saving Throw vs. Spell or be blinded (-4 penalty to attack rolls and Armor Class) for 4 rounds. In addition, all enemies who fail their Saving Throw are covered by the dust, which cannot be removed and continues to sparkle until it fades, thus revealing invisible creatures. The dust fades in 4 rounds. @@ -14045,20 +12697,20 @@ Saving Throw: None This spell causes total, impenetrable darkness. Neither normal nor magical light works in the area of effect. All vision (including infravision) is severely limited; anyone hostile caught in the area of effect is for all practical purposes blinded as per the 1st-level wizard spell. Creatures that leave the area covered by darkness will have their vision restored after 1 round.
Darkness, 15' Radius +(Alteration) -School: Alteration Level: 2 Range: 9 meters -Duration: 1 second +Duration: 1 round Casting time: 2 -Area of Effect: 4,5 meters' radius -Saving Throw: TODO +Area of Effect: Enemies within a 4,5 meters radius +Saving Throw: None This spell causes total, impenetrable darkness. Neither normal nor magical light works in the area of effect. All vision (including infravision) is severely limited; anyone hostile caught in the area of effect is for all practical purposes blinded as per the 1st-level wizard spell. Creatures that leave the area covered by darkness will have their vision restored after 1 round. STATISTICS: -- Blinds the target (Inefficace contre les undead and the demons)
Mirror Image (Illusion/Phantasm) @@ -14073,10 +12725,10 @@ Level: 2 Range: Contact -Duration: 3 rounds par niveau +Duration: 3 rounds/level Casting time: 0 Area of Effect: Caster -Saving Throw: TODO +Saving Throw: None When a Mirror Image spell is invoked, the caster causes from 2 to 8 exact duplicates ofself to come into being around . These images do exactly what the wizard does. Since the spell causes a blurring and slight distortion when cast, it is impossible for opponents to be certain which are the illusions and which is the actual wizard. When an image is struck by a melee or missile attack—magical or otherwise—it disappears, but any other existing images remain intact until they are struck. However, it is important to note that this will not protect the caster against every attack, as it is possible for an enemy to choose the real caster amongst all the images. @@ -14097,10 +12749,10 @@ Level: 2 Range: 18 meters -Duration: 7 seconds +Duration: Instant Casting time: 1 Area of Effect: 1 creature -Saving Throw: TODO +Saving Throw: None The spell speaks for itself, baby! @@ -14118,14 +12770,14 @@ Saving Throw: None The Clairvoyance spell empowers the wizard to see in mind the geographical features and buildings of the region is currently exploring. It extends to a great range, but cannot reveal creatures or their movements. This spell does not function indoors or underground.
Clairvoyance +(Divination) -School: Divination Level: 3 Range: Contact Duration: Instant Casting time: 3 Area of Effect: Caster -Saving Throw: TODO +Saving Throw: None The Clairvoyance spell empowers the wizard to see inmind the geographical features and buildings of the region is currently exploring. It extends to a great range, but cannot reveal creatures or their movements. This spell does not function indoors or underground. @@ -14145,14 +12797,14 @@ This is the combat version of Dispel Magic; it will only affect opponents. A Remove Magic dispels the magical effects upon any enemies within the area. This includes effects given from spells, potions, and certain magical items such as wands. It does not, however, affect enchanted magical items. The chance of the dispel succeeding is determined by the level of the caster and the level of the magic being dispelled. The base chance of successfully dispelling is 50%. For every level that the caster of Remove Magic is above the original caster, chance of success increases by 5%. For every level that the caster of Remove Magic is below the original caster, chance of success decreases by 10%. However, despite the difference in levels, there is always at least a 1% chance of success or failure. Thus, if a caster is 10 levels higher than the magic is trying to dispel, there is only a 1% chance of failure. Similarly, if the caster is 4 levels lower than the magic is trying to dispel, there is only a 10% chance of success. Intuitively, this spell is almost useless if the target is 5 or more levels higher than the caster. Note: While this spell dispels the individual effects of Grease, Web, Stinking Cloud and other such spells, it does not dispel the area of effect.
Remove Magic +(Abjuration) -School: Abjuration Level: 3 Range: 12 meters Duration: Instant Casting time: 3 -Area of Effect: 4,5 meters' radius -Saving Throw: TODO +Area of Effect: Enemies within a 4,5 meters radius +Saving Throw: None This is the combat version of Dispel Magic; it will only affect opponents. A Remove Magic dispels the magical effects upon any enemies within the area. This includes effects given from spells, potions, and certain magical items such as wands. It does not, however, affect enchanted magical items. The chance of the dispel succeeding is determined by the level of the caster and the level of the magic being dispelled. The base chance of successfully dispelling is 50%. For every level that the caster of Remove Magic is above the original caster,chance of success increases by 5%. For every level that the caster of Remove Magic is below the original caster, chance of success decreases by 10%. However, despite the difference in levels, there is always at least a 1% chance of success or failure. Thus, if a caster is 10 levels higher than the magic is trying to dispel, there is only a 1% chance of failure. Similarly, if the caster is 4 levels lower than the magic is trying to dispel, there is only a 10% chance of success. Intuitively, this spell is almost useless if the target is 5 or more levels higher than the caster. @@ -14172,14 +12824,14 @@ Saving Throw: 1/2 This spell enables the caster to hurl fiery bolts at opponents within range. Each bolt inflicts 1d6 points of piercing damage plus 4d6 points of fire damage. Only half of the fire damage is inflicted if the creature struck saves vs. Spell. The caster receives one bolt every 5 levels beyond the 5th (2 bolts at 10th level, 3 at 15th level, etc.). All of the bolts will streak toward the target of the spell.
Flame Arrow +(Conjuration) -School: Conjuration Level: 3 Range: 18 meters -Duration: 1 hour +Duration: Instant Casting time: 3 Area of Effect: 1 creature -Saving Throw: TODO +Saving Throw: Special This spell enables the caster to hurl fiery bolts at opponents within range. Each bolt inflicts 1d6 points of piercing damage plus 4d6 points of fire damage. Only half of the fire damage is inflicted if the creature struck saves vs. Spell. The caster receives one bolt every 5 levels beyond the 5th (2 bolts at 10th level, 3 at 15th level, etc.). All of the bolts will streak toward the target of the spell. @@ -14210,35 +12862,20 @@ Saving Throw: 1/2 A fireball is an explosive burst of flame that detonates with a low roar and delivers damage proportional to the level of the wizard who cast it—1d6 points of damage for each level of experience of the caster (up to a maximum of 10d6). The wizard pointsfinger and speaks the range (distance and height) at which the fireball is to burst. A streak flashes from the pointing digit and, unless it impacts upon a material body or solid barrier prior to attaining the prescribed range, blossoms into the fireball (an early impact results in an early detonation). Creatures failing their Saves vs. Spell each suffer full damage from the blast. Those who roll successful Saving Throws manage to dodge, fall flat, or roll aside, each receiving half.
Fireball +(Invocation) -School: Invocation Level: 3 Range: 12 meters Duration: Instant Casting time: 3 Area of Effect: 4,5 meters' radius -Saving Throw: TODO +Saving Throw: 1/2 A fireball is an explosive burst of flame that detonates with a low roar and delivers damage proportional to the level of the wizard who cast it—1d6 points of damage for each level of experience of the caster (up to a maximum of 10d6). The wizard pointsfinger and speaks the range (distance and height) at which the fireball is to burst. A streak flashes from the pointing digit and, unless it impacts upon a material body or solid barrier prior to attaining the prescribed range, blossoms into the fireball (an early impact results in an early detonation). Creatures failing their Saves vs. Spell each suffer full damage from the blast. Those who roll successful Saving Throws manage to dodge, fall flat, or roll aside, each receiving half. STATISTICS: -- Inflicts 5d6 fire damage to the target (save vs. Spells half) - -From level 6 -- Inflicts 6d6 fire damage to the target (save vs. Spells half) - -From level 7 -- Inflicts 7d6 fire damage to the target (save vs. Spells half) - -From level 8 -- Inflicts 8d6 fire damage to the target (save vs. Spells half) - -From level 9 -- Inflicts 9d6 fire damage to the target (save vs. Spells half) - -From level 10 -- Inflicts 10d6 fire damage to the target (save vs. Spells half)
Haste (Alteration) @@ -14250,14 +12887,14 @@ Saving Throw: None When this spell is cast, all creatures affected function at double their normal movement rate, gain a -2 initiative bonus, and receive an extra attack per round. Thus, a creature moving at 6 and attacking once per round would move at 12 and attack twice per round. At the instant the spell is completed, it affects all ally creatures in a 15-ft. radius centered on a point selected by the caster (thus, creatures leaving the area are still subject to the spell's effect; those entering the area after the casting is completed are not). This spell is not cumulative with itself or with other similar magic. Spellcasting and spell effects are not affected. Note that this spell negates the effects of a Slow spell.
Haste +(Alteration) -School: Alteration Level: 3 Range: 4,5 meters -Duration: 3 rounds + 1 round par niveau +Duration: 3 rounds + 1 round/level Casting time: 3 -Area of Effect: 4,5 meters' radius -Saving Throw: TODO +Area of Effect: Allies within a 4,5 meters radius +Saving Throw: None When this spell is cast, all creatures affected function at double their normal movement rate, gain a -2 initiative bonus, and receive an extra attack per round. Thus, a creature moving at 6 and attacking once per round would move at 12 and attack twice per round. At the instant the spell is completed, it affects all ally creatures in a 15-ft. radius centered on a point selected by the caster (thus, creatures leaving the area are still subject to the spell's effect; those entering the area after the casting is completed are not). This spell is not cumulative with itself or with other similar magic. Spellcasting and spell effects are not affected. Note that this spell negates the effects of a Slow spell. @@ -14265,7 +12902,7 @@ - Immune the target to Offensive Spin spell - Double movement speed and grants one additional attack per round to the target -- Increases the fatigue of the target by 4
Hold Person (Enchantment/Charm) @@ -14279,14 +12916,14 @@ This spell holds 1d4 humans, demihumans, or humanoid creatures rigidly immobile and in place for five or more rounds. The Hold Person spell affects any bipedal human, demihuman, or humanoid of mansize or smaller, including brownies, dryads, dwarves, elves, gnolls, gnomes, goblins, half-elves, halflings, half-orcs, hobgoblins, humans, kobolds, lizard men, nixies, orcs, pixies, sprites, troglodytes, and others. Thus, a 10th-level fighter could be held, while an ogre could not. The effect is centered on the victim selected by the caster. Every enemy within 4 ft. of the target is also affected. Those who save vs. Spell at -1 are totally unaffected by the spell. Undead creatures cannot be held. Held creatures cannot move or speak, but they remain aware of events around them and can use abilities not requiring motion or speech. Being held does not prevent the worsening of the subjects' condition due to wounds, disease, or poison.
Hold Person +(Enchantment) -School: Enchantment Level: 3 Range: 10,5 meters Duration: 1 turn Casting time: 3 -Area of Effect: 1 creature -Saving Throw: TODO +Area of Effect: 1 créature et tout ennemi dans un rayon de 9 meters +Saving Throw: Neg. This spell holds 1d4 humans, demihumans, or humanoid creatures rigidly immobile and in place for five or more rounds. The Hold Person spell affects any bipedal human, demihuman, or humanoid of mansize or smaller, including brownies, dryads, dwarves, elves, gnolls, gnomes, goblins, half-elves, halflings, half-orcs, hobgoblins, humans, kobolds, lizard men, nixies, orcs, pixies, sprites, troglodytes, and others. Thus, a 10th-level fighter could be held, while an ogre could not. The effect is centered on the victim selected by the caster. Every enemy within 4 ft. of the target is also affected. Those who save vs. Spell at -1 are totally unaffected by the spell. Undead creatures cannot be held. @@ -14306,14 +12943,14 @@ Saving Throw: None This spell causes all friendly creatures within 10 ft. of the caster to vanish from sight and be undetectable by normal vision or even infravision. Of course, the invisible creature(s) are not magically silenced, and certain other conditions can render the creature(s) detectable. Even allies cannot see the invisible creature(s) or their gear, unless these allies can normally see invisible things or employ magic to do so. Items dropped or put down by the invisible creature(s) become visible; items picked up disappear if tucked into the clothing or pouches worn by the creature(s). The spell remains in effect until it is magically broken or dispelled, until the wizard or recipient cancels it, until the recipient attacks any creature, or until 24 hours have passed. The invisible being(s) cannot open doors, talk, eat, climb stairs, etc. If they attack, they immediately become visible, although the invisibility enables them to attack first.
Invisibility, 10' Radius +(Illusion) -School: Illusion Level: 3 Range: Contact Duration: 1 day Casting time: 9 -Area of Effect: 3 meters' radius around the caster -Saving Throw: TODO +Area of Effect: Allies within a 3 meters radius around of the caster +Saving Throw: None This spell causes all friendly creatures within 10 ft. of the caster to vanish from sight and be undetectable by normal vision or even infravision. Of course, the invisible creature(s) are not magically silenced, and certain other conditions can render the creature(s) detectable. Even allies cannot see the invisible creature(s) or their gear, unless these allies can normally see invisible things or employ magic to do so. Items dropped or put down by the invisible creature(s) become visible; items picked up disappear if tucked into the clothing or pouches worn by the creature(s). The spell remains in effect until it is magically broken or dispelled, until the wizard or recipient cancels it, until the recipient attacks any creature, or until 24 hours have passed. The invisible being(s) cannot open doors, talk, eat, climb stairs, etc. If they attack, they immediately become visible, although the invisibility enables them to attack first. @@ -14331,35 +12968,20 @@ Saving Throw: 1/2 Upon casting this spell, the wizard releases a powerful stroke of electrical energy that inflicts 1d6 points of damage per level of the caster (maximum damage of 10d6) to each creature within its area of effect. A successful Saving Throw vs. Spell reduces this damage to half (round fractions down). The bolt begins at a range and height decided by the caster and streaks outward in a direct line from the casting wizard (e.g., if a 40-ft. bolt was started at 180 ft. from the wizard, the far end of bolt would reach 220 ft. (180+40)). If the Lightning Bolt intersects with a wall, it will bounce until it reaches its full length.
Lightning Bolt +(Invocation) -School: Invocation Level: 3 -Range: Special -Duration: 2 seconds +Range: 3 meters par niveau +Duration: Instant Casting time: 3 -Area of Effect: 1 creature -Saving Throw: TODO +Area of Effect: 1 créature et toute créature dans un rayon de 55 meters +Saving Throw: Special Upon casting this spell, the wizard releases a powerful stroke of electrical energy that inflicts 1d6 points of damage per level of the caster (maximum damage of 10d6) to each creature within its area of effect. A successful Saving Throw vs. Spell reduces this damage to half (round fractions down). The bolt begins at a range and height decided by the caster and streaks outward in a direct line from the casting wizard (e.g., if a 40-ft. bolt was started at 180 ft. from the wizard, the far end of bolt would reach 220 ft. (180+40)). If the Lightning Bolt intersects with a wall, it will bounce until it reaches its full length. STATISTICS: -- Inflicts 5d6 electrical damage to the target (save vs. Spells half) - -From level 6 -- Inflicts 6d6 electrical damage to the target (save vs. Spells half) - -From level 7 -- Inflicts 7d6 electrical damage to the target (save vs. Spells half) - -From level 8 -- Inflicts 8d6 electrical damage to the target (save vs. Spells half) - -From level 9 -- Inflicts 9d6 electrical damage to the target (save vs. Spells half) - -From level 10 -- Inflicts 10d6 electrical damage to the target (save vs. Spells half)
Monster Summoning I (Conjuration/Summoning) @@ -14371,21 +12993,21 @@ Saving Throw: None With the casting of this spell, the wizard summons a random selection of 3-HD monsters. There is a 60% chance of receiving one monster and a 40% chance of receiving two monsters. The monster(s) appear within spell range and attack the spellcaster's opponents until the spell duration expires or until they are slain.
Monster Summoning I +(Conjuration) -School: Conjuration Level: 3 Range: 6 meters -Duration: 2 rounds + 1 round par niveau +Duration: 2 rounds + 1 round/level Casting time: 4 -Area of Effect: Point dans le champ visuel du lanceur -Saving Throw: TODO +Area of Effect: Point in the visual range of the caster +Saving Throw: None With the casting of this spell, the wizard summons a random selection of 3-HD monsters. There is a 60% chance of receiving one monster and a 40% chance of receiving two monsters. The monster(s) appear within spell range and attack the spellcaster's opponents until the spell duration expires or until they are slain. STATISTICS: - 61 % chance d'invoquer between 1 and 2 monstres (Kobold Commando, Ogrillon, Worg or Wild Dog) -- 39 % chance d'invoquer between 1 and 2 monstres (Kobold Commando, Ogrillon, Worg or Wild Dog)
Non-Detection (Abjuration) @@ -14397,14 +13019,14 @@ Saving Throw: None By casting this spell, the wizard makes the creature touched undetectable by divination spells such as Clairaudience, Clairvoyance, Locate Object, ESP, and detect spells including Invisibility Purge. It also prevents location by such magical items as crystal balls and ESP medallions. It does not affect the Know Alignment spell.
Non-Detection +(Abjuration) -School: Abjuration Level: 3 Range: 3 meters Duration: 4 hours Casting time: 3 Area of Effect: 1 creature -Saving Throw: TODO +Saving Throw: None By casting this spell, the wizard makes the creature touched undetectable by divination spells such as Clairaudience, Clairvoyance, Locate Object, ESP, and detect spells including Invisibility Purge. It also prevents location by such magical items as crystal balls and ESP medallions. It does not affect the Know Alignment spell. @@ -14422,14 +13044,14 @@ Saving Throw: None By means of this spell, the wizard bestows total invulnerability to non-magical hurled and launched missiles such as arrows, bolts, bullets, darts, throwing axes, and throwing daggers. Note, however, that this spell does not convey any protection from such magical attacks as Fireball, Lightning Bolt, or Magic Missile, nor does it protect against magical missiles such as arrows +1.
Protection From Normal Missiles +(Abjuration) -School: Abjuration Level: 3 Range: 3 meters Duration: 1 hour Casting time: 3 Area of Effect: 1 creature -Saving Throw: TODO +Saving Throw: None By means of this spell, the wizard bestows total invulnerability to non-magical hurled and launched missiles such as arrows, bolts, bullets, darts, throwing axes, and throwing daggers. Note, however, that this spell does not convey any protection from such magical attacks as Fireball, Lightning Bolt, or Magic Missile, nor does it protect against magical missiles such as arrows +1. @@ -14453,14 +13075,14 @@ Saving Throw: Neg. A Slow spell causes creatures to move and attack at half of their normal rates. It negates Haste, but does not otherwise affect magically hasted or slowed creatures. Slowed creatures have an Armor Class and attack penalty of -4. Creatures save at -4 vs. Spell.
Slow +(Alteration) -School: Alteration Level: 3 Range: 7,5 meters Duration: 1 turn Casting time: 3 -Area of Effect: 4,5 meters' radius -Saving Throw: TODO +Area of Effect: Enemies within a 4,5 meters radius +Saving Throw: Neg. A Slow spell causes creatures to move and attack at half of their normal rates. It negates Haste, but does not otherwise affect magically hasted or slowed creatures. Slowed creatures have an Armor Class and attack penalty of -4. Creatures save at -4 vs. Spell. @@ -14483,65 +13105,20 @@ Saving Throw: 1/2 When this spell is cast, a skull is thrown by the caster at the target area. The skull floats in the area until a creature comes within 8 ft. of it. When this happens, the skull is triggered and explodes damaging everyone within a 12-ft. radius. The damage inflicted is equal to 1d6 per level of the caster, or half with a successful Saving Throw vs. Spell. When casting this spell, it is wise to set it far away from the party lest they set it off accidentally.
Skull Trap +(Necromancy) -School: Necromancy Level: 3 Range: 9 meters Duration: Instant Casting time: 3 Area of Effect: 3,5 meters' radius -Saving Throw: TODO +Saving Throw: 1/2 When this spell is cast, a skull is thrown by the caster at the target area. The skull floats in the area until a creature comes within 8 ft. of it. When this happens, the skull is triggered and explodes damaging everyone within a 12-ft. radius. The damage inflicted is equal to 1d6 per level of the caster, or half with a successful Saving Throw vs. Spell. When casting this spell, it is wise to set it far away from the party lest they set it off accidentally. STATISTICS: -- Inflicts 5d6 magic damage to the target (save vs. Spells half) - -From level 6 -- Inflicts 6d6 magic damage to the target (save vs. Spells half) - -From level 7 -- Inflicts 7d6 magic damage to the target (save vs. Spells half) - -From level 8 -- Inflicts 8d6 magic damage to the target (save vs. Spells half) - -From level 9 -- Inflicts 9d6 magic damage to the target (save vs. Spells half) - -From level 10 -- Inflicts 10d6 magic damage to the target (save vs. Spells half) - -From level 11 -- Inflicts 11d6 magic damage to the target (save vs. Spells half) - -From level 12 -- Inflicts 12d6 magic damage to the target (save vs. Spells half) - -From level 13 -- Inflicts 13d6 magic damage to the target (save vs. Spells half) - -From level 14 -- Inflicts 14d6 magic damage to the target (save vs. Spells half) - -From level 15 -- Inflicts 15d6 magic damage to the target (save vs. Spells half) - -From level 16 -- Inflicts 16d6 magic damage to the target (save vs. Spells half) - -From level 17 -- Inflicts 17d6 magic damage to the target (save vs. Spells half) - -From level 18 -- Inflicts 18d6 magic damage to the target (save vs. Spells half) - -From level 19 -- Inflicts 19d6 magic damage to the target (save vs. Spells half) - -From level 20 -- Inflicts 20d6 magic damage to the target (save vs. Spells half)
Vampiric Touch (Necromancy) @@ -14555,14 +13132,14 @@ When this spell is cast, the target loses 1d6 Hit Points for every 2 caster levels, to a maximum drain of 6d6 for a 12th-level caster. These Hit Points are added to the caster's current Hit Points, with any Hit Points over the caster's normal maximum treated as temporary additional Hit Points. The temporary Hit Points last for 1 hour. Note: This spell may not be cast multiple times to radically increase the caster's maximum Hit Points.
Vampiric Touch +(Necromancy) -School: Necromancy Level: 3 Range: 3 meters Duration: Instant Casting time: 3 Area of Effect: 1 creature -Saving Throw: TODO +Saving Throw: None When this spell is cast, the target loses 1d6 Hit Points for every 2 caster levels, to a maximum drain of 6d6 for a 12th-level caster. These Hit Points are added to the caster's current Hit Points, with any Hit Points over the caster's normal maximum treated as temporary additional Hit Points. The temporary Hit Points last for 1 hour. @@ -14570,94 +13147,19 @@ STATISTICS: -- Drains 1d6 magic damage to the target for 1 hour (not cumulative) - - From level 4 -- Drains 2d6 magic damage to the target for 1 hour (not cumulative) - - From level 6 -- Drains 3d6 magic damage to the target for 1 hour (not cumulative) - - From level 8 -- Drains 4d6 magic damage to the target for 1 hour (not cumulative) - - From level 10 -- Drains 5d6 magic damage to the target for 1 hour (not cumulative) - - From level 12 -- Drains 6d6 magic damage to the target for 1 hour (not cumulative) (Inefficace contre les the wearer, the undead and the golems) +- Drains 1d6 magic damage to the target for 1 hour (not cumulative) (Ineffective against the wearer, the undead and the golems) From level 6 -- Drains 1d6 magic damage to the target for 1 hour (not cumulative) - - From level 4 -- Drains 2d6 magic damage to the target for 1 hour (not cumulative) - - From level 6 -- Drains 3d6 magic damage to the target for 1 hour (not cumulative) - - From level 8 -- Drains 4d6 magic damage to the target for 1 hour (not cumulative) - - From level 10 -- Drains 5d6 magic damage to the target for 1 hour (not cumulative) - - From level 12 -- Drains 6d6 magic damage to the target for 1 hour (not cumulative) (Inefficace contre les the wearer, the undead and the golems) +- Drains 3d6 magic damage to the target for 1 hour (not cumulative) (Ineffective against the wearer, the undead and the golems) From level 8 -- Drains 1d6 magic damage to the target for 1 hour (not cumulative) - - From level 4 -- Drains 2d6 magic damage to the target for 1 hour (not cumulative) - - From level 6 -- Drains 3d6 magic damage to the target for 1 hour (not cumulative) - - From level 8 -- Drains 4d6 magic damage to the target for 1 hour (not cumulative) - - From level 10 -- Drains 5d6 magic damage to the target for 1 hour (not cumulative) - - From level 12 -- Drains 6d6 magic damage to the target for 1 hour (not cumulative) (Inefficace contre les the wearer, the undead and the golems) +- Drains 4d6 magic damage to the target for 1 hour (not cumulative) (Ineffective against the wearer, the undead and the golems) From level 10 -- Drains 1d6 magic damage to the target for 1 hour (not cumulative) - - From level 4 -- Drains 2d6 magic damage to the target for 1 hour (not cumulative) - - From level 6 -- Drains 3d6 magic damage to the target for 1 hour (not cumulative) - - From level 8 -- Drains 4d6 magic damage to the target for 1 hour (not cumulative) - - From level 10 -- Drains 5d6 magic damage to the target for 1 hour (not cumulative) - - From level 12 -- Drains 6d6 magic damage to the target for 1 hour (not cumulative) (Inefficace contre les the wearer, the undead and the golems) +- Drains 5d6 magic damage to the target for 1 hour (not cumulative) (Ineffective against the wearer, the undead and the golems) From level 12 -- Drains 1d6 magic damage to the target for 1 hour (not cumulative) - - From level 4 -- Drains 2d6 magic damage to the target for 1 hour (not cumulative) - - From level 6 -- Drains 3d6 magic damage to the target for 1 hour (not cumulative) - - From level 8 -- Drains 4d6 magic damage to the target for 1 hour (not cumulative) - - From level 10 -- Drains 5d6 magic damage to the target for 1 hour (not cumulative) - - From level 12 -- Drains 6d6 magic damage to the target for 1 hour (not cumulative) (Inefficace contre les the wearer, the undead and the golems)
Wraithform (Alteration, Illusion) @@ -14669,14 +13171,14 @@ Saving Throw: None When this spell is cast, the wizard and all ofgear become insubstantial. The caster is subject only to magical or special attacks, including those by weapons of +1 or better enchantment, or by creatures otherwise able to affect those struck only by magical weapons. The wizard also gains 25% resistance to magic damage. While in wraithform, the caster cannot cast either arcane or divine spells.
Wraithform +(Illusion) -School: Illusion Level: 3 Range: Contact -Duration: 2 rounds par niveau +Duration: 2 rounds/level Casting time: 1 Area of Effect: Caster -Saving Throw: TODO +Saving Throw: None When this spell is cast, the wizard and all ofgear become insubstantial. The caster is subject only to magical or special attacks, including those by weapons of +1 or better enchantment, or by creatures otherwise able to affect those struck only by magical weapons. The wizard also gains 25% resistance to magic damage. While in wraithform, the caster cannot cast either arcane or divine spells. @@ -14702,14 +13204,14 @@ If the spell's recipient fails Saving Throw, regards the caster as a trusted friend and ally to be heeded and protected. The caster may give orders, and the charmed individual will carry them out as quickly as possible. If the caster harms—or attempts to harm—the charmed person by some overt action, or if a Dispel Magic spell is cast upon the charmed person, the Dire Charm spell is broken. If two or more Charms simultaneously affect a creature, the most recent Charm takes precedence. Note that the subject has full memory of the events that took place while was charmed. Also note that you cannot have a charmed creature leave the area where is charmed.
Dire Charm +(Enchantment) -School: Enchantment Level: 3 Range: 10,5 meters Duration: 5 rounds Casting time: 3 Area of Effect: 1 creature -Saving Throw: TODO +Saving Throw: Special This spell works in the exact same manner as Charm Person, with one difference: There is no Saving Throw bonus. Dire Charm affects any single person it is cast upon. The term person includes any bipedal human, demihuman, or humanoid of man-size or smaller, such as brownies, dryads, dwarves, elves, gnolls, gnomes, goblins, half-elves, halflings, half-orcs, hobgoblins, humans, kobolds, lizard men, nixies, orcs, pixies, sprites, troglodytes, and others. Thus, a 10th-level fighter could be charmed, but an ogre could not. The person is allowed a Saving Throw vs. Spell to negate the effect. @@ -14719,7 +13221,7 @@ STATISTICS: -- Charm the humanoids (save vs. Spells neg.) (Effectif contre les humanoids. Inefficace contre les half elves and the elves)
Ghost Armor (Conjuration/Summoning) @@ -14731,14 +13233,14 @@ Saving Throw: None By means of this spell, the wizard creates a magical field of force that serves as if it were field plate armor (AC 2). It is cumulative with Dexterity bonuses to Armor Class and, in the case of Fighter/Mages, with the shield's bonus. The Ghost Armor spell does not hinder movement, adds no weight or encumbrance, nor does it prevent spellcasting. It lasts until successfully dispelled or until the duration expires.
Ghost Armor +(Conjuration) -School: Conjuration Level: 3 Range: Contact Duration: 1 hour Casting time: 1 Area of Effect: Caster -Saving Throw: TODO +Saving Throw: None By means of this spell, the wizard creates a magical field of force that serves as if it were field plate armor (AC 2). It is cumulative with Dexterity bonuses to Armor Class and, in the case of Fighter/Mages, with the shield's bonus. The Ghost Armor spell does not hinder movement, adds no weight or encumbrance, nor does it prevent spellcasting. It lasts until successfully dispelled or until the duration expires. @@ -14756,20 +13258,62 @@ Saving Throw: None This spell is similar to the 6th-level spell Spell Deflection, which causes the spells cast against the wizard to be absorbed and consumed. This spell affects a total of 4 spell levels, including spells cast from scrolls and innate spell-like abilities, but excludes the following: area effects that are not centered directly upon the wizard, as well as area effects that are stationary, such as Cloudkill and Stinking Cloud. As long as the spell is cast directly at the wizard, it will be absorbed. This spell will only affect up to 7th-level spells, but if it tries to absorb a spell that goes over its limit, the spell will fail and the spell deflection will be canceled. For example, if there is only 1 level left and a 3rd-level spell is cast at the wizard, the spell will be absorbed while canceling the Spell Deflection.
Minor Spell Deflection +(Abjuration) -School: Abjuration Level: 3 Range: Contact Duration: Special Casting time: 3 Area of Effect: Caster -Saving Throw: TODO +Saving Throw: None This spell is similar to the 6th-level spell Spell Deflection, which causes the spells cast against the wizard to be absorbed and consumed. This spell affects a total of 4 spell levels, including spells cast from scrolls and innate spell-like abilities, but excludes the following: area effects that are not centered directly upon the wizard, as well as area effects that are stationary, such as Cloudkill and Stinking Cloud. As long as the spell is cast directly at the wizard, it will be absorbed. This spell will only affect up to 7th-level spells, but if it tries to absorb a spell that goes over its limit, the spell will fail and the spell deflection will be canceled. For example, if there is only 1 level left and a 3rd-level spell is cast at the wizard, the spell will be absorbed while canceling the Spell Deflection. STATISTICS: -- Immunise jusqu'à 4 niveaux de sorts parmi ceux de 7th niveau et inférieur for 15 rounds
Protection From Fire (Abjuration) @@ -14781,14 +13325,14 @@ Saving Throw: None This spell lasts 1 turn per caster level. When the spell is cast, it confers complete invulnerability to normal fires (torches, bonfires, oil fires, and the like) and to exposure to magical fires (fiery dragon breath, hell hound or pyrohydra breath, spells such as Burning Hands, Fireball, Fire Seeds, Fire Storm, Flame Strike, Meteor Swarm, and so on), absorbing 50% of all the damage dealt by such magical sources.
Protection From Fire +(Abjuration) -School: Abjuration Level: 3 Range: 3 meters -Duration: 1 turn par niveau +Duration: 1 turn/level Casting time: 3 Area of Effect: 1 creature -Saving Throw: TODO +Saving Throw: None This spell lasts 1 turn per caster level. When the spell is cast, it confers complete invulnerability to normal fires (torches, bonfires, oil fires, and the like) and to exposure to magical fires (fiery dragon breath, hell hound or pyrohydra breath, spells such as Burning Hands, Fireball, Fire Seeds, Fire Storm, Flame Strike, Meteor Swarm, and so on), absorbing 50% of all the damage dealt by such magical sources. @@ -14807,14 +13351,14 @@ Saving Throw: None This spell lasts 1 turn per caster level. When the spell is cast, it confers complete invulnerability to normal cold attacks and partial protection from exposure to magical cold such as an icy dragon's breath, spells such as Cone of Cold, a wand of frost's column of ice, etc., absorbing 50% of all the damage dealt by such magical sources.
Protection From Cold +(Abjuration) -School: Abjuration Level: 3 Range: 3 meters -Duration: 1 turn par niveau +Duration: 1 turn/level Casting time: 3 Area of Effect: 1 creature -Saving Throw: TODO +Saving Throw: None This spell lasts 1 turn per caster level. When the spell is cast, it confers complete invulnerability to normal cold attacks and partial protection from exposure to magical cold such as an icy dragon's breath, spells such as Cone of Cold, a wand of frost's column of ice, etc., absorbing 50% of all the damage dealt by such magical sources. @@ -14833,20 +13377,20 @@ Saving Throw: None When this spell is cast at a target creature, it will dispel all of the spell protections of 5th level and lower affecting it. This includes the following spells: Minor Spell Deflection, Minor Globe of Invulnerability, Spell Immunity, and Minor Spell Turning. The target's Magic Resistance, if any, does not affect this spell.
Spell Thrust +(Abjuration) -School: Abjuration Level: 3 Range: 7,5 meters Duration: Instant Casting time: 3 Area of Effect: 1 creature -Saving Throw: TODO +Saving Throw: None When this spell is cast at a target creature, it will dispel all of the spell protections of 5th level and lower affecting it. This includes the following spells: Minor Spell Deflection, Minor Globe of Invulnerability, Spell Immunity, and Minor Spell Turning. The target's Magic Resistance, if any, does not affect this spell. STATISTICS: -- Dispels all protection spells of level 5 or lower on the target
Detect Illusion (Divination) @@ -14858,21 +13402,21 @@ Saving Throw: None When cast at a point designated by the wizard, this spell will cancel all Illusion/Phantasm spells of 3rd level and lower in the area. Spells that are affected by this are Reflected Image, Invisibility, Mirror Image, and Non-Detection. It is important to note that the caster can control just who this spell affects. Therefore, it will affect only enemies of the caster. The area of effect is roughly a 15-ft. radius around the target. The target's Magic Resistance, if any, does not affect this spell.
Detect Illusion +(Divination) -School: Divination Level: 3 Range: 12 meters Duration: Instant Casting time: 3 -Area of Effect: 4,5 meters' radius -Saving Throw: TODO +Area of Effect: Enemies within a 4,5 meters radius +Saving Throw: None When cast at a point designated by the wizard, this spell will cancel all Illusion/Phantasm spells of 3rd level and lower in the area. Spells that are affected by this are Reflected Image, Invisibility, Mirror Image, and Non-Detection. It is important to note that the caster can control just who this spell affects. Therefore, it will affect only enemies of the caster. The area of effect is roughly a 15-ft. radius around the target. The target's Magic Resistance, if any, does not affect this spell. STATISTICS: -- Dissipe tous les sorts de l'école of the Illusion de niveau 3 ou moins sur the target -- Dispels all illusionary protection spells of level 3 or lower on the target
Hold Undead (Necromancy) @@ -14884,90 +13428,45 @@ Saving Throw: Neg. This spell holds 1d4 undead creatures rigidly immobile and in place. The effect is centered on the victim selected by the caster. Any enemies within 4 ft. of the target are also affected. Those who succeed on their Saving Throws are totally unaffected by the spell. Held creatures cannot move or speak, but they remain aware of events around them and can use abilities not requiring motion or speech. Being held does not prevent the worsening of the subject's condition due to wounds.
Hold Undead +(Necromancy) -School: Necromancy Level: 3 Range: 10,5 meters -Duration: 2 rounds par niveau -Casting time: 3 -Area of Effect: 1 creature -Saving Throw: TODO - -This spell holds 1d4 undead creatures rigidly immobile and in place. The effect is centered on the victim selected by the caster. Any enemies within 4 ft. of the target are also affected. Those who succeed on their Saving Throws are totally unaffected by the spell. Held creatures cannot move or speak, but they remain aware of events around them and can use abilities not requiring motion or speech. Being held does not prevent the worsening of the subject's condition due to wounds. - -STATISTICS: - -- Hold the undead (save vs. Spells neg.)
Melf's Minute Meteors -(Evocation) - -Level: 3 -Range: 0 -Duration: Special -Casting Time: 3 -Area of Effect: The caster -Saving Throw: None - -This spell creates several small globes of fire, one for each experience level the wizard has obtained, which are held in the wizard's hands in place ofusual weapons. The meteors can be hurled at targets up to 270 feet away and are treated as missiles with a +5 bonus to the attack rolls. Each meteor bursts into a 1-ft. diameter sphere upon impact, inflicting 1d4+3 points of damage plus an additional 3 points of fire damage to any creature struck. The wizard may hurl up to five missiles per round.
Melf's Minute Meteors - -School: Invocation -Level: 3 -Range: Contact -Duration: 50 seconds +Duration: 2 rounds/level Casting time: 3 -Area of Effect: Caster -Saving Throw: TODO - -This spell creates several small globes of fire, one for each experience level the wizard has obtained, which are held in the wizard's hands in place ofusual weapons. The meteors can be hurled at targets up to 270 feet away and are treated as missiles with a +5 bonus to the attack rolls. Each meteor bursts into a 1-ft. diameter sphere upon impact, inflicting 1d4+3 points of damage plus an additional 3 points of fire damage to any creature struck. The wizard may hurl up to five missiles per round. - -STATISTICS: - -- Create 5 magical weapons (Melf's Minute Meteor) - -From level 6 -- Create 6 magical weapons (Melf's Minute Meteor) - -From level 7 -- Create 7 magical weapons (Melf's Minute Meteor) - -From level 8 -- Create 8 magical weapons (Melf's Minute Meteor) - -From level 9 -- Create 9 magical weapons (Melf's Minute Meteor) - -From level 10 -- Create 10 magical weapons (Melf's Minute Meteor) - -From level 11 -- Create 11 magical weapons (Melf's Minute Meteor) +Area of Effect: 1 créature et tout ennemi dans un rayon de 1 meter +Saving Throw: Neg. -From level 12 -- Create 12 magical weapons (Melf's Minute Meteor) +This spell holds 1d4 undead creatures rigidly immobile and in place. The effect is centered on the victim selected by the caster. Any enemies within 4 ft. of the target are also affected. Those who succeed on their Saving Throws are totally unaffected by the spell. Held creatures cannot move or speak, but they remain aware of events around them and can use abilities not requiring motion or speech. Being held does not prevent the worsening of the subject's condition due to wounds. -From level 13 -- Create 13 magical weapons (Melf's Minute Meteor) +STATISTICS: -From level 14 -- Create 14 magical weapons (Melf's Minute Meteor) +- Hold the undead (save vs. Spells neg.)
Melf's Minute Meteors +(Evocation) -From level 15 -- Create 15 magical weapons (Melf's Minute Meteor) +Level: 3 +Range: 0 +Duration: Special +Casting Time: 3 +Area of Effect: The caster +Saving Throw: None -From level 16 -- Create 16 magical weapons (Melf's Minute Meteor) +This spell creates several small globes of fire, one for each experience level the wizard has obtained, which are held in the wizard's hands in place ofusual weapons. The meteors can be hurled at targets up to 270 feet away and are treated as missiles with a +5 bonus to the attack rolls. Each meteor bursts into a 1-ft. diameter sphere upon impact, inflicting 1d4+3 points of damage plus an additional 3 points of fire damage to any creature struck. The wizard may hurl up to five missiles per round.
Melf's Minute Meteors +(Invocation) -From level 17 -- Create 17 magical weapons (Melf's Minute Meteor) +Level: 3 +Range: Contact +Duration: Instant +Casting time: 3 +Area of Effect: Caster +Saving Throw: None -From level 18 -- Create 18 magical weapons (Melf's Minute Meteor) +This spell creates several small globes of fire, one for each experience level the wizard has obtained, which are held in the wizard's hands in place ofusual weapons. The meteors can be hurled at targets up to 270 feet away and are treated as missiles with a +5 bonus to the attack rolls. Each meteor bursts into a 1-ft. diameter sphere upon impact, inflicting 1d4+3 points of damage plus an additional 3 points of fire damage to any creature struck. The wizard may hurl up to five missiles per round. -From level 19 -- Create 19 magical weapons (Melf's Minute Meteor) +STATISTICS: -From level 20 -- Create 20 magical weapons (Melf's Minute Meteor)
Dispel Magic (Abjuration) @@ -14981,14 +13480,14 @@ A Dispel Magic spell removes magical effects upon anyone within the area. This includes effects given from spells, potions and certain magical items such as wands. It does not, however, affect enchanted magical items or spell protections such as Spell Turning and Spell Deflection. The chance of the dispel succeeding is determined by the level of the caster and the level of the magic being dispelled. The base chance of successfully dispelling is 50%. For every level that the caster of the Dispel Magic is above the original caster,chance of success increases by 5%. For every level that the caster of Dispel Magic is below the original caster, chance of success decreases by 10%. However, despite the difference in levels, there is always at least a 5% chance of success or failure. Thus, if a caster is 10 levels higher than the magic is trying to dispel, there is only a 5% chance of failure. Similarly if the caster is 4 levels lower than the magic is trying to dispel, there is only a 10% chance of success. Intuitively, this spell is almost useless if the target is 5 or more levels higher than the caster. Note: While this spell dispels the individual effects of Grease, Web, Stinking Cloud, and other such spells, it does not dispel the area of effect.
Dispel Magic +(Abjuration) -School: Abjuration Level: 3 Range: 12 meters Duration: Instant Casting time: 5 Area of Effect: 4,5 meters' radius -Saving Throw: TODO +Saving Throw: None A Dispel Magic spell removes magical effects upon anyone within the area. This includes effects given from spells, potions and certain magical items such as wands. It does not, however, affect enchanted magical items or spell protections such as Spell Turning and Spell Deflection. The chance of the dispel succeeding is determined by the level of the caster and the level of the magic being dispelled. The base chance of successfully dispelling is 50%. For every level that the caster of the Dispel Magic is above the original caster,chance of success increases by 5%. For every level that the caster of Dispel Magic is below the original caster, chance of success decreases by 10%. However, despite the difference in levels, there is always at least a 5% chance of success or failure. Thus, if a caster is 10 levels higher than the magic is trying to dispel, there is only a 5% chance of failure. Similarly if the caster is 4 levels lower than the magic is trying to dispel, there is only a 10% chance of success. Intuitively, this spell is almost useless if the target is 5 or more levels higher than the caster. @@ -15010,11 +13509,11 @@ Upon casting this spell, the wizard releases a powerful stroke of electrical energy that inflicts 1d6 points of damage per level of the caster (maximum damage of 10d6) to each creature within its area of effect. A successful Saving Throw vs. Spell reduces this damage to half (round fractions down). The bolt begins at a range and height decided by the caster and streaks outward in a direct line from the casting wizard (e.g., if a 40-ft. bolt was started at 180 ft. from the wizard, the far end of bolt would reach 220 ft. (180+40)). If the Lightning Bolt intersects with a wall, it will bounce until it reaches its full length.
Lightning Bolt Level: 3 -Range: Special +Range: 3 meters par niveau Duration: Instant Casting time: 3 Area of Effect: 4,5 meters' radius -Saving Throw: TODO +Saving Throw: 1/2 Upon casting this spell, the wizard releases a powerful stroke of electrical energy that inflicts 1d6 points of damage per level of the caster (maximum damage of 10d6) to each creature within its area of effect. A successful Saving Throw vs. Spell reduces this damage to half (round fractions down). The bolt begins at a range and height decided by the caster and streaks outward in a direct line from the casting wizard (e.g., if a 40-ft. bolt was started at 180 ft. from the wizard, the far end of bolt would reach 220 ft. (180+40)). If the Lightning Bolt intersects with a wall, it will bounce until it reaches its full length. @@ -15047,14 +13546,14 @@ Saving Throw: Neg. This spell causes confusion in one or more enemy creatures within the area, creating indecision and the inability to take effective action. All enemy creatures within the area of effect are allowed Saving Throw vs. Spell with a -2 penalty. Those successfully saving are unaffected by the spell, whereas those who fail their Saving Throws will either go berserk, stand confused, or wander about for the duration of the spell. Wandering creatures move as far from the caster as possible, according to their most typical mode of movement (characters walk, fish swim, bats fly, etc.). Any confused creature that is attacked perceives the attacker as an enemy and acts according to its basic nature. The spell lasts for 5 rounds plus 1 round every 6 levels of the caster.
Confusion +(Enchantment) -School: Enchantment Level: 4 Range: 10,5 meters -Duration: 5 rounds + 1 round par tranche de 6 niveaux +Duration: 5 rounds + 1 round/6 levels Casting time: 4 -Area of Effect: 4,5 meters' radius -Saving Throw: TODO +Area of Effect: Enemies within a 4,5 meters radius +Saving Throw: Neg. This spell causes confusion in one or more enemy creatures within the area, creating indecision and the inability to take effective action. All enemy creatures within the area of effect are allowed Saving Throw vs. Spell with a -2 penalty. Those successfully saving are unaffected by the spell, whereas those who fail their Saving Throws will either go berserk, stand confused, or wander about for the duration of the spell. Wandering creatures move as far from the caster as possible, according to their most typical mode of movement (characters walk, fish swim, bats fly, etc.). Any confused creature that is attacked perceives the attacker as an enemy and acts according to its basic nature. The spell lasts for 5 rounds plus 1 round every 6 levels of the caster. @@ -15072,20 +13571,20 @@ Saving Throw: None This spell transports the caster to any place within the visual range of the caster. When the spell is cast, a dimensional portal opens up in front of the caster, who immediately steps through it. Upon passing through the portal, the caster findsself at chosen destination.
Dimension Door +(Alteration) -School: Alteration Level: 4 Range: 122 meters -Duration: 1 second +Duration: Instant Casting time: 1 -Area of Effect: Point dans le champ visuel du lanceur -Saving Throw: TODO +Area of Effect: Point in the visual range of the caster +Saving Throw: None This spell transports the caster to any place within the visual range of the caster. When the spell is cast, a dimensional portal opens up in front of the caster, who immediately steps through it. Upon passing through the portal, the caster findsself at chosen destination. STATISTICS: -- Téléporte the caster
Fireshield (Blue) (Evocation) @@ -15097,14 +13596,14 @@ Saving Throw: None The blue Fireshield protects the user from cold damage by surrounding the caster with a shield of ice flame. This shield not only grants the user 50% Cold Resistance, but also protects the caster from attacks made within a 5-ft. radius around the caster. An opponent that hits the caster with any weapons or spells within this radius suffers 1d8+2 cold damage.
Fireshield (Blue) +(Invocation) -School: Invocation Level: 4 Range: Contact -Duration: 3 rounds + 1 round par niveau +Duration: 3 rounds + 1 round/level Casting time: 4 Area of Effect: Caster -Saving Throw: TODO +Saving Throw: None The blue Fireshield protects the user from cold damage by surrounding the caster with a shield of ice flame. This shield not only grants the user 50% Cold Resistance, but also protects the caster from attacks made within a 5-ft. radius around the caster. An opponent that hits the caster with any weapons or spells within this radius suffers 1d8+2 cold damage. @@ -15112,7 +13611,7 @@ - Cold Resistance: +50 % (not cumulative) - Magical Cold Resistance: +50 % (not cumulative) -- Each time the wearer is hit; Inflicts 1d8 +2 cold damage to the attacker (not cumulative) (not cumulative)
Ice Storm (Evocation) @@ -15124,14 +13623,14 @@ Saving Throw: None When this spell is cast, great hail stones pound down for four rounds in a 30-ft. diameter area and inflict 2d8 points of cold damage to any creatures within the area of effect. Also, anyone that remains within the area of effect takes 2d8 cold damage each round for 4 rounds.
Ice Storm +(Invocation) -School: Invocation Level: 4 Range: 12 meters Duration: Instant Casting time: 4 Area of Effect: 4,5 meters' radius -Saving Throw: TODO +Saving Throw: Neg. When this spell is cast, great hail stones pound down for four rounds in a 30-ft. diameter area and inflict 2d8 points of cold damage to any creatures within the area of effect. Also, anyone that remains within the area of effect takes 2d8 cold damage each round for 4 rounds. @@ -15151,14 +13650,14 @@ This spell is similar to Invisibility, but the recipient is able to attack by missile discharge, melee combat, or spellcasting while remaining unseen. However, telltale traces—a shimmering—allow an observant opponent to attack the invisible spell recipient. These traces are only noticeable when specifically looked for (after the invisible character has madepresence known). Attacks against the invisible character suffer a -4 penalty to attack rolls, and the invisible character's Saving Throws are made with a +4 bonus. Note: After making an attack, the wizard is no longer completely invisible. Opponents can target the wizard.
Improved Invisibility +(Illusion) -School: Illusion Level: 4 Range: 3 meters -Duration: 3 rounds + 1 round par niveau +Duration: 3 rounds + 1 round/level Casting time: 4 Area of Effect: 1 creature -Saving Throw: TODO +Saving Throw: None This spell is similar to Invisibility, but the recipient is able to attack by missile discharge, melee combat, or spellcasting while remaining unseen. However, telltale traces—a shimmering—allow an observant opponent to attack the invisible spell recipient. These traces are only noticeable when specifically looked for (after the invisible character has madepresence known). Attacks against the invisible character suffer a -4 penalty to attack rolls, and the invisible character's Saving Throws are made with a +4 bonus. @@ -15179,14 +13678,14 @@ Saving Throw: None This spell creates a faintly shimmering magical sphere around the caster that prevents any 1st-, 2nd-, or 3rd-level spell effects from penetrating (i.e., the area of effect of any such spells does not include the area of the Minor Globe of Invulnerability). This includes innate abilities and effects from devices. However, any type of spell can be cast out of the magical sphere, and these pass from the caster of the globe to their subject without affecting the globe. Spells of 4th level or higher are not affected by the globe.
Minor Globe of Invulnerability +(Abjuration) -School: Abjuration Level: 4 Range: Contact -Duration: 1 round par niveau +Duration: 1 round/level Casting time: 4 Area of Effect: Caster -Saving Throw: TODO +Saving Throw: None This spell creates a faintly shimmering magical sphere around the caster that prevents any 1st-, 2nd-, or 3rd-level spell effects from penetrating (i.e., the area of effect of any such spells does not include the area of the Minor Globe of Invulnerability). This includes innate abilities and effects from devices. However, any type of spell can be cast out of the magical sphere, and these pass from the caster of the globe to their subject without affecting the globe. Spells of 4th level or higher are not affected by the globe. @@ -15204,21 +13703,21 @@ Saving Throw: None This spell is much like the 3rd-level Monster Summoning I spell, except that this spell summons 4-HD monsters. There is a 60% chance of receiving one monster and a 40% chance of receiving two monsters. These monster(s) appear within spell range and attack the caster's opponents until the spell duration expires or until they are slain.
Monster Summoning II +(Conjuration) -School: Conjuration Level: 4 Range: 6 meters -Duration: 3 rounds + 1 round par niveau +Duration: 3 rounds + 1 round/level Casting time: 4 -Area of Effect: Point dans le champ visuel du lanceur -Saving Throw: TODO +Area of Effect: Point in the visual range of the caster +Saving Throw: None This spell is much like the 3rd-level Monster Summoning I spell, except that this spell summons 4-HD monsters. There is a 60% chance of receiving one monster and a 40% chance of receiving two monsters. These monster(s) appear within spell range and attack the caster's opponents until the spell duration expires or until they are slain. STATISTICS: - 61 % chance d'invoquer 1 monstre (Gnoll Elite, Dire Wolf, Hobgoblin Elite or Ogre) -- 39 % chance d'invoquer 1 monstre (Gnoll Elite, Dire Wolf, Hobgoblin Elite or Ogre)
Stoneskin (Alteration) @@ -15230,41 +13729,20 @@ Saving Throw: None When a wizard casts this powerful spell uponself, an outer skin of stone will move up from the ground, completely covering . This skin is of course magical and will hinder the wizard in no way. The effect of this is to protect the wizard from physical attacks such as melee weapons and projectiles. For every 2 levels of the caster, an additional skin is gained upon casting. For example, a 10th-level wizard would receive 5 skins while a 20th-level wizard would receive 10. For each skin the wizard possesses, the spell will stop one attack, so a 10th-level wizard would be protected from the first 5 attacks made against , but the 6th would affect normally. The skins will remain on the wizard until is affected by a Dispel Magic, all of the skins are removed due to physical attacks, or the spell duration expires. It is important to note that this will not protect the wizard from any magical attacks, such as Fireball.
Stoneskin +(Alteration) -School: Alteration Level: 4 Range: Contact Duration: 12 hours Casting time: 1 Area of Effect: Caster -Saving Throw: TODO +Saving Throw: None When a wizard casts this powerful spell uponself, an outer skin of stone will move up from the ground, completely covering . This skin is of course magical and will hinder the wizard in no way. The effect of this is to protect the wizard from physical attacks such as melee weapons and projectiles. For every 2 levels of the caster, an additional skin is gained upon casting. For example, a 10th-level wizard would receive 5 skins while a 20th-level wizard would receive 10. For each skin the wizard possesses, the spell will stop one attack, so a 10th-level wizard would be protected from the first 5 attacks made against , but the 6th would affect normally. The skins will remain on the wizard until is affected by a Dispel Magic, all of the skins are removed due to physical attacks, or the spell duration expires. It is important to note that this will not protect the wizard from any magical attacks, such as Fireball. STATISTICS: -- Creates 3 stone skins - -From level 8 -- Creates 4 stone skins - -From level 10 -- Creates 5 stone skins - -From level 12 -- Creates 6 stone skins - -From level 14 -- Creates 7 stone skins - -From level 16 -- Creates 8 stone skins - -From level 18 -- Creates 9 stone skins - -From level 20 -- Creates 10 stone skins
Contagion (Necromancy) @@ -15276,23 +13754,21 @@ Saving Throw: Neg. This spell causes a major disease and weakness in a creature. The afflicted individual is immediately stricken with painful and distracting symptoms: boils, blotches, lesions, seeping abscesses, and so on. Strength, Dexterity, and Charisma scores are reduced by 2. The afflicted character is also Slowed. These effects persist until the character receives a Cure Disease spell.
Contagion +(Necromancy) -School: Necromancy Level: 4 Range: 18 meters Duration: Instant Casting time: 4 Area of Effect: 1 creature -Saving Throw: TODO +Saving Throw: Special This spell causes a major disease and weakness in a creature. The afflicted individual is immediately stricken with painful and distracting symptoms: boils, blotches, lesions, seeping abscesses, and so on. Strength, Dexterity, and Charisma scores are reduced by 2. The afflicted character is also Slowed. These effects persist until the character receives a Cure Disease spell. STATISTICS: -- Inocule une maladie qui diminue de 2 la force of the target (save vs. Spells neg.) (Inefficace contre les undead and the golems) -- Inocule une maladie qui diminue de 2 le charisme of the target (save vs. Spells neg.) (Inefficace contre les undead and the golems) -- Inocule une maladie qui diminue de 2 la dextérité of the target (save vs. Spells neg.) (Inefficace contre les undead and the golems) -- Inocule une maladie qui ralentit the target (save vs. Spells neg.) (Inefficace contre les undead and the golems)
Remove Curse (Abjuration) @@ -15304,14 +13780,14 @@ Saving Throw: None Upon casting this spell, the wizard is usually able to remove a curse on an object, on a person, or in the form of some undesired sending or evil presence. Note that the Remove Curse spell does not remove the curse from a cursed shield, weapon, or suit of armor, for example, although the spell typically enables the person afflicted with any such cursed item to get rid of it. Certain special curses may not be countered by this spell, or may be countered only by a caster of a certain level or more.
Remove Curse +(Abjuration) -School: Abjuration Level: 4 Range: 3 meters Duration: Instant Casting time: 4 Area of Effect: 1 creature -Saving Throw: TODO +Saving Throw: None Upon casting this spell, the wizard is usually able to remove a curse on an object, on a person, or in the form of some undesired sending or evil presence. Note that the Remove Curse spell does not remove the curse from a cursed shield, weapon, or suit of armor, for example, although the spell typically enables the person afflicted with any such cursed item to get rid of it. Certain special curses may not be countered by this spell, or may be countered only by a caster of a certain level or more. @@ -15331,14 +13807,14 @@ When this spell is cast, the wizard can disturb the emotional state of those around. The effect of this is to inflict a feeling of hopelessness upon the enemies within the visual range of the caster. Upon a failed Saving Throw vs. Spell, the affected creature will lie down where they stand and give over all their will to a higher power. Sometimes they can be heard to exclaim things such as "I lay down and die," or "I'm going home." This will last for the duration of the spell, upon which they will return to normal. The secondary effect of this spell is to instill upon the caster the feeling of courage. This will remove any effects of panic and restore morale, as well as prevent the above from creeping forth into psyche. There is no Saving Throw vs. this and it will last for the duration of the spell. It will, however, be affected by Magic Resistance and other such things.
Emotion, Hopelessness +(Enchantment) -School: Enchantment Level: 4 Range: 15 meters -Duration: Special +Duration: 2 rounds + 1 round/level Casting time: 4 -Area of Effect: 4,5 meters' radius -Saving Throw: TODO +Area of Effect: Enemies within a 4,5 meters radius +Saving Throw: Special When this spell is cast, the wizard can disturb the emotional state of those around. The effect of this is to inflict a feeling of hopelessness upon the enemies within the visual range of the caster. Upon a failed Saving Throw vs. Spell, the affected creature will lie down where they stand and give over all their will to a higher power. Sometimes they can be heard to exclaim things such as "I lay down and die," or "I'm going home." This will last for the duration of the spell, upon which they will return to normal. @@ -15346,75 +13822,17 @@ STATISTICS: -- Renders the target unconscious for 9 rounds (save vs. Spells neg.) -- Dispels and protects from effects of the spell Horror on the caster permanently -- Cure horror -- Immunity to horror and panic for 9 rounds - -From level 8 -- Dispels and protects from effects of the spell Horror on the caster permanently -- Cure horror -- Immunity to horror and panic for 1 turn - -From level 9 -- Dispels and protects from effects of the spell Horror on the caster permanently -- Cure horror -- Immunity to horror and panic for 11 rounds - -From level 10 -- Dispels and protects from effects of the spell Horror on the caster permanently -- Cure horror -- Immunity to horror and panic for 12 rounds - -From level 11 -- Dispels and protects from effects of the spell Horror on the caster permanently -- Cure horror -- Immunity to horror and panic for 13 rounds - -From level 12 -- Dispels and protects from effects of the spell Horror on the caster permanently -- Cure horror -- Immunity to horror and panic for 14 rounds - -From level 13 -- Dispels and protects from effects of the spell Horror on the caster permanently -- Cure horror -- Immunity to horror and panic for 15 rounds - -From level 14 -- Dispels and protects from effects of the spell Horror on the caster permanently -- Cure horror -- Immunity to horror and panic for 16 rounds - -From level 15 -- Dispels and protects from effects of the spell Horror on the caster permanently - Cure horror -- Immunity to horror and panic for 17 rounds +- Renders the target unconscious (save vs. Spells neg.) +- Immunity to horror and panic From level 16 -- Dispels and protects from effects of the spell Horror on the caster permanently - Cure horror -- Immunity to horror and panic for 18 rounds +- Immunity to horror and panic From level 17 -- Dispels and protects from effects of the spell Horror on the caster permanently - Cure horror -- Immunity to horror and panic for 19 rounds - -From level 18 -- Dispels and protects from effects of the spell Horror on the caster permanently -- Cure horror -- Immunity to horror and panic for 2 turns - -From level 19 -- Dispels and protects from effects of the spell Horror on the caster permanently -- Cure horror -- Immunity to horror and panic for 21 rounds - -From level 20 -- Dispels and protects from effects of the spell Horror on the caster permanently -- Cure horror -- Immunity to horror and panic for 22 rounds
Greater Malison (Enchantment/Charm) @@ -15426,14 +13844,14 @@ Saving Throw: None The spell allows the caster to adversely affect all the Saving Throws ofenemies. The effect is applied to all hostile creatures within the area of effect. Opponents under the influence of this spell make all Saving Throws at a penalty of -4.
Greater Malison +(Enchantment) -School: Enchantment Level: 4 Range: 15 meters -Duration: 2 rounds par niveau +Duration: 2 rounds/level Casting time: 4 -Area of Effect: 4,5 meters' radius -Saving Throw: TODO +Area of Effect: Enemies within a 4,5 meters radius +Saving Throw: None The spell allows the caster to adversely affect all the Saving Throws ofenemies. The effect is applied to all hostile creatures within the area of effect. Opponents under the influence of this spell make all Saving Throws at a penalty of -4. @@ -15451,14 +13869,14 @@ Saving Throw: Neg. When this spell is cast, the result is a globe of shimmering force that encloses the subject creature if it fails to Save vs. Spell. The resilient sphere will contain its subject for the duration of the spell. The sphere is completely immune to all damage; in fact, the only method of removing the sphere is a successful Dispel Magic. Hence, the creature caught inside the globe is completely safe from all attacks, but at the same time completely unable to affect the outside world.
Otiluke's Resilient Sphere +(Alteration) -School: Alteration Level: 4 Range: 12 meters Duration: Instant Casting time: 4 Area of Effect: 1 creature -Saving Throw: TODO +Saving Throw: Special When this spell is cast, the result is a globe of shimmering force that encloses the subject creature if it fails to Save vs. Spell. The resilient sphere will contain its subject for the duration of the spell. The sphere is completely immune to all damage; in fact, the only method of removing the sphere is a successful Dispel Magic. Hence, the creature caught inside the globe is completely safe from all attacks, but at the same time completely unable to affect the outside world. @@ -15473,27 +13891,9 @@ - Immune the target to aux dégâts exceptionnels and poison - Immune the target to magical weapons - Immune the target to normal weapons - - Immunise the target aux sorts protection - - Immunise the target aux sorts specific protection - - Immunise the target aux sorts illusionary protection - - Immunise the target aux sorts divination attack - - Immunise the target aux sorts conjuration - - Immunise the target aux sorts combat protection - - Immunise the target aux sorts contingency - - Immunise the target aux sorts battleground - - Immunise the target aux sorts offensive damage - - Immunise the target aux sorts combination - - Immunise the target aux sorts non-combat - - Immunise the target aux sorts de l'école of the Conjuration - - Immunise the target aux sorts de l'école of the Divination - - Immunise the target aux sorts de l'école of the Enchantment - - Immunise the target aux sorts de l'école of the Illusion - - Immunise the target aux sorts de l'école of the Invocation - - Immunise the target aux sorts de l'école of the Necromancy - - Immunise the target aux sorts de l'école of the Alteration - Immune the target to magic - Immune the target to damage - - Immunity to spells + - to immune the target to spells - Hold the target - Cast Invisibility on the target - Cast Improved invisibility on the target @@ -15504,7 +13904,7 @@ - Immune the target to normal weapons - Immune the target to magic - Immune the target to damage -- Immunity to spells (save vs. Spells neg.) (Inefficace contre les allied creatures)
Spirit Armor (Necromancy) @@ -15520,14 +13920,14 @@ The spirit armor does not work cumulatively with any other armor; however, Dexterity bonuses still apply as well as magic rings and shields. While in effect, the Armor Class of the recipient will be set to 1, as ifwere wearing full plate. Also, due to the magical nature of the spell, will also receive a +3 bonus to Save vs. Spell. There is a danger, however, as when the spell runs out, the external portion of the spirit is temporarily lost, inflicting 2d4 points of damage upon the target unless the creature makes a Saving Throw vs. Spell.
Spirit Armor +(Necromancy) -School: Necromancy Level: 4 Range: 3 meters Duration: 2 hours Casting time: 3 Area of Effect: 1 creature -Saving Throw: TODO +Saving Throw: None This spell is very similar to the 3rd-level spell Ghost Armor in that it creates a corporeal barrier around the target's body for the duration of the spell. This spell, however, actually taps in to the target's life force in order to create the barrier. The armor itself is weightless and does not hinder movement or spellcasting at all. @@ -15550,20 +13950,20 @@ Saving Throw: Neg. The Polymorph Other spell is a powerful magic that permanently alters the form of the creature affected. Mental attributes are not affected, and the target does not receive the special abilities of the new form. However all physical attributes are changed to adhere to the new form. This is a specific version of the spell in that the recipient will be transformed into a squirrel unless a Save vs. Petrification/Polymorph is made successfully. The transformation is instant and permanent until a Dispel Magic is cast successfully upon the affected creature. The natural attacks of the new form also become available and all clothes and equipment that the target was wearing will mold into the new form.
Polymorph Other +(Alteration) -School: Alteration Level: 4 Range: 12 meters Duration: 1000 hours Casting time: 4 Area of Effect: 1 creature -Saving Throw: TODO +Saving Throw: Neg. The Polymorph Other spell is a powerful magic that permanently alters the form of the creature affected. Mental attributes are not affected, and the target does not receive the special abilities of the new form. However all physical attributes are changed to adhere to the new form. This is a specific version of the spell in that the recipient will be transformed into a squirrel unless a Save vs. Petrification/Polymorph is made successfully. The transformation is instant and permanent until a Dispel Magic is cast successfully upon the affected creature. The natural attacks of the new form also become available and all clothes and equipment that the target was wearing will mold into the new form. STATISTICS: -- Equips the target with a magical weapon (Attack) (save vs. Petrification/Polymorph neg.) +- Equips the target with 1 magical weapon (Attack) (save vs. Petrification/Polymorph neg.) - Change the Strength of the target to 3 (save vs. Petrification/Polymorph neg.) - Change the hit points of the target to 5 (save vs. Petrification/Polymorph neg.) - 100 % of spellcasting failure (wizard and priest) for the target (save vs. Petrification/Polymorph neg.) @@ -15590,14 +13990,14 @@ – Spider: Causes poison damage when it hits an opponent In addition, the caster may choose the form of brown bear, black bear, or wolf.
Polymorph Self +(Alteration) -School: Alteration Level: 4 Range: Contact Duration: Special Casting time: 4 Area of Effect: Caster -Saving Throw: TODO +Saving Throw: None When this spell is cast, the wizard is able to assume the form of another creature. The caster also gains the physical mode of locomotion and breathing as well. This spell does not give the new form's other abilities, such as special attacks and magic, nor does it run the risk of the wizard changing personality and mentality. @@ -15665,14 +14065,14 @@ Saving Throw: None When this spell is cast on a creature, it enchants any weapons that it currently wields. For the duration of the spell, those weapons are treated as having a +3 enchantment for the purposes of determining what they can hit.
Enchanted Weapon +(Enchantment) -School: Enchantment Level: 4 Range: 3 meters -Duration: 5 rounds par niveau +Duration: 5 rounds/level Casting time: 4 Area of Effect: 1 creature -Saving Throw: TODO +Saving Throw: None When this spell is cast on a creature, it enchants any weapons that it currently wields. For the duration of the spell, those weapons are treated as having a +3 enchantment for the purposes of determining what they can hit. @@ -15689,14 +14089,14 @@ Saving Throw: None The red Fireshield protects the user from fire damage by surrounding the caster with a shield of flame. This shield does not only grant the user a 50% Fire Resistance, but also protectsfrom attacks made from within a 5-ft. radius around . An opponent that hits the caster with any weapons or spells within this radius suffers 1d8+2 points of fire damage.
Fireshield (Red) +(Invocation) -School: Invocation Level: 4 Range: Contact -Duration: 3 rounds + 1 round par niveau +Duration: 3 rounds + 1 round/level Casting time: 4 Area of Effect: Caster -Saving Throw: TODO +Saving Throw: None The red Fireshield protects the user from fire damage by surrounding the caster with a shield of flame. This shield does not only grant the user a 50% Fire Resistance, but also protectsfrom attacks made from within a 5-ft. radius around . An opponent that hits the caster with any weapons or spells within this radius suffers 1d8+2 points of fire damage. @@ -15704,7 +14104,7 @@ - Fire Resistance: +50 % (not cumulative) - Magical Fire Resistance: +50 % (not cumulative) -- Each time the wearer is hit; Inflicts 1d8 +2 fire damage to the attacker (not cumulative) (not cumulative)
Secret Word (Abjuration) @@ -15716,20 +14116,20 @@ Saving Throw: None When this spell is cast at a target creature, it will dispel one spell protection of 8th level or lower. Spells affected by this are Minor Spell Turning, Minor Globe of Invulnerability, Spell Immunity, Spell Deflection, Spell Turning, and Spell Shield. The target's Magic Resistance, if any, does not affect this spell.
Secret Word +(Abjuration) -School: Abjuration Level: 4 Range: 12 meters Duration: Instant Casting time: 4 Area of Effect: 1 creature -Saving Throw: TODO +Saving Throw: None When this spell is cast at a target creature, it will dispel one spell protection of 8th level or lower. Spells affected by this are Minor Spell Turning, Minor Globe of Invulnerability, Spell Immunity, Spell Deflection, Spell Turning, and Spell Shield. The target's Magic Resistance, if any, does not affect this spell. STATISTICS: -- Dispels all protection spells of level 8 or lower on the target
Minor Sequencer (Invocation/Evocation) @@ -15743,14 +14143,14 @@ This spell allows a wizard to store two spells and activate them both at the same time fromSpecial Ability button. Both spells must be of 2nd level or lower. To create a sequencer, a Mage must memorize not only Minor Sequencer but also the spells intends to store in it (a Sorcerer can store spells of any level for which still has spell slots). After casting Minor Sequencer, the player will be prompted to choose the sequenced spells from those has memorized. A sequencer lasts until activated and, once used, releases its spells immediately (no casting time). The Special Ability icon also disappears until the next time a sequencer is formed. A wizard can possess only one Minor Sequencer at a time, and it may not be given to other characters.
Minor Sequencer +(Invocation) -School: Invocation Level: 4 Range: Contact Duration: Instant Casting time: 9 Area of Effect: Caster -Saving Throw: TODO +Saving Throw: None This spell allows a wizard to store two spells and activate them both at the same time fromSpecial Ability button. Both spells must be of 2nd level or lower. To create a sequencer, a Mage must memorize not only Minor Sequencer but also the spells intends to store in it (a Sorcerer can store spells of any level for which still has spell slots). After casting Minor Sequencer, the player will be prompted to choose the sequenced spells from those has memorized. @@ -15771,13 +14171,13 @@ This spell allows a wizard to store two spells and activate them both at the same time from Special Ability button. Both spells must be of 2nd level or lower. To create a sequencer, a Mage must memorize not only Minor Sequencer but also the spells intends to store in it (a Sorcerer can store spells of any level for which still has spell slots). After casting Minor Sequencer, the player will be prompted to choose the sequenced spells from those has memorized. A sequencer lasts until activated and, once used, releases its spells immediately (no casting time). The Special Ability icon also disappears until the next time a sequencer is formed. A wizard can possess only one Minor Sequencer at a time, and it may not be given to other characters.
Minor Sequencer +(Invocation) -School: Invocation Range: 7,5 meters Duration: Instant Casting time: 1 Area of Effect: 1 creature -Saving Throw: TODO +Saving Throw: None This spell allows a wizard to store two spells and activate them both at the same time fromSpecial Ability button. Both spells must be of 2nd level or lower. To create a sequencer, a Mage must memorize not only Minor Sequencer but also the spells intends to store in it (a Sorcerer can store spells of any level for which still has spell slots). After casting Minor Sequencer, the player will be prompted to choose the sequenced spells from those has memorized. @@ -15798,13 +14198,13 @@ This spell allows a wizard to store two spells and activate them both at the same time from Special Ability button. Both spells must be of 2nd level or lower. To create a sequencer, a Mage must memorize not only Minor Sequencer but also the spells intends to store in it (a Sorcerer can store spells of any level for which still has spell slots). After casting Minor Sequencer, the player will be prompted to choose the sequenced spells from those has memorized. A sequencer lasts until activated and, once used, releases its spells immediately (no casting time). The Special Ability icon also disappears until the next time a sequencer is formed. A wizard can possess only one Minor Sequencer at a time, and it may not be given to other characters.
Minor Sequencer +(Invocation) -School: Invocation Range: 7,5 meters Duration: Instant Casting time: 1 -Area of Effect: Point dans le champ visuel du lanceur -Saving Throw: TODO +Area of Effect: Point in the visual range of the caster +Saving Throw: None This spell allows a wizard to store two spells and activate them both at the same time fromSpecial Ability button. Both spells must be of 2nd level or lower. To create a sequencer, a Mage must memorize not only Minor Sequencer but also the spells intends to store in it (a Sorcerer can store spells of any level for which still has spell slots). After casting Minor Sequencer, the player will be prompted to choose the sequenced spells from those has memorized. @@ -15823,14 +14223,14 @@ Saving Throw: None The wizard instigates a teleportation effect that randomly teleports all enemies in this area for the duration of the spell. Teleport Field is best used against multiple enemies, serving to confuse them and allowing the wizard to concentrate on activating defenses.
Teleport Field +(Alteration) -School: Alteration Level: 4 Range: 12 meters Duration: Instant Casting time: 4 -Area of Effect: 4,5 meters' radius -Saving Throw: TODO +Area of Effect: Enemies within a 4,5 meters radius +Saving Throw: None The wizard instigates a teleportation effect that randomly teleports all enemies in this area for the duration of the spell. Teleport Field is best used against multiple enemies, serving to confuse them and allowing the wizard to concentrate on activatingdefenses. @@ -15852,14 +14252,14 @@ 9th: phase spider. 12th+: sword spider. When the spell is cast, there is a 20% chance that two spiders of the proper type will appear instead of just one. These spiders will remain under the wizard's control until they are slain, or until the spell duration expires.
Spider Spawn +(Conjuration) -School: Conjuration Level: 4 Range: 7,5 meters -Duration: 6 rounds + 1 round par niveau +Duration: 6 rounds + 1 round/level Casting time: 6 -Area of Effect: Point dans le champ visuel du lanceur -Saving Throw: TODO +Area of Effect: Point in the visual range of the caster +Saving Throw: None Upon casting this spell, the wizard must throw several spider eggs into the air while saying the final command word. The result is that the eggs morph into a fully grown spider that will remain under the wizard's telepathic control. The type of spider that appears depends upon the level of the wizard casting the spell. 7th: giant spider. @@ -15872,48 +14272,12 @@ - 81 % chance to summon 1 creatures (Giant Spider) - 19 % chance d'invoquer 2 créatures (Giant Spider) -From level 8 -- 81 % chance to summon 1 creatures (Giant Spider) -- 19 % chance d'invoquer 2 créatures (Giant Spider) - From level 9 - 81 % chance to summon 1 creatures (Phase Spider) - 19 % chance d'invoquer 2 créatures (Phase Spider) -From level 10 -- 81 % chance to summon 1 creatures (Phase Spider) -- 19 % chance d'invoquer 2 créatures (Phase Spider) - -From level 11 -- 81 % chance to summon 1 creatures (Phase Spider) -- 19 % chance d'invoquer 2 créatures (Phase Spider) - From level 12 - 81 % chance to summon 1 creatures (Sword Spider) -- 19 % chance d'invoquer 2 créatures (Sword Spider) - -From level 13 -- 81 % chance to summon 1 creatures (Sword Spider) -- 19 % chance d'invoquer 2 créatures (Sword Spider) - -From level 14 -- 81 % chance to summon 1 creatures (Sword Spider) -- 19 % chance d'invoquer 2 créatures (Sword Spider) - -From level 15 -- 81 % chance to summon 1 creatures (Sword Spider) -- 19 % chance d'invoquer 2 créatures (Sword Spider) - -From level 16 -- 81 % chance to summon 1 creatures (Sword Spider) -- 19 % chance d'invoquer 2 créatures (Sword Spider) - -From level 17 -- 81 % chance to summon 1 creatures (Sword Spider) -- 19 % chance d'invoquer 2 créatures (Sword Spider) - -From level 18 -- 81 % chance to summon 1 creatures (Sword Spider) - 19 % chance d'invoquer 2 créatures (Sword Spider)
Farsight (Divination) @@ -15926,14 +14290,14 @@ Saving Throw: None When Farsight is cast, the caster is able to view an area of an unexplored map. After casting the spell, simply click on a section of the map that you want to view. For the duration of the spell, the caster can spy on that area, noting creatures and fortifications.
Farsight +(Divination) -School: Divination Level: 4 Range: Contact -Duration: 3 rounds + 1 round par niveau +Duration: 3 rounds + 1 round/level Casting time: 4 Area of Effect: Caster -Saving Throw: TODO +Saving Throw: None When Farsight is cast, the caster is able to view an area of an unexplored map. After casting the spell, simply click on a section of the map that you want to view. For the duration of the spell, the caster can spy on that area, noting creatures and fortifications. @@ -15951,14 +14315,14 @@ Saving Throw: None When this spell is employed, the wizard creates an invisible sensory organ that sendsvisual information. The wizard eye can see with normal vision up to 60 ft. away in brightly lit areas. The wizard eye can travel in any direction as long as the spell lasts. It has substance and a form that can be detected (by a Detect Invisibility spell, for instance). Solid barriers prevent the passage of a wizard eye. The powers of the eye cannot be enhanced by other spells or items. The caster is subject to any gaze attack met by the eye. A successful Dispel Magic cast on the wizard or eye ends the spell.
Wizard Eye +(Alteration) -School: Alteration Level: 4 Range: 9 meters -Duration: 1 round par niveau +Duration: 1 round/level Casting time: 9 -Area of Effect: Point dans le champ visuel du lanceur -Saving Throw: TODO +Area of Effect: Point in the visual range of the caster +Saving Throw: None When this spell is employed, the wizard creates an invisible sensory organ that sendsvisual information. The wizard eye can see with normal vision up to 60 ft. away in brightly lit areas. The wizard eye can travel in any direction as long as the spell lasts. It has substance and a form that can be detected (by a Detect Invisibility spell, for instance). Solid barriers prevent the passage of a wizard eye. The powers of the eye cannot be enhanced by other spells or items. The caster is subject to any gaze attack met by the eye. A successful Dispel Magic cast on the wizard or eye ends the spell. @@ -15973,7 +14337,7 @@ Duration: 500 days Casting time: 0 Area of Effect: Caster -Saving Throw: TODO +Saving Throw: None Shapeshift: Natural Form This ability causes the character to return to natural shape and ends the polymorph effect. @@ -15981,7 +14345,7 @@ STATISTICS: - Retrouve sa forme naturelle -- Create a magical weapon (Attack) +- Create 1 magical weapon (Attack) - Permet the use of talks
Shapeshift: Natural Form This ability causes the character to return tonatural shape and ends the polymorph effect.
Shapeshift: Natural Form @@ -15990,7 +14354,7 @@ Duration: 500 days Casting time: 0 Area of Effect: Caster -Saving Throw: TODO +Saving Throw: None Shapeshift: Natural Form This ability causes the character to return tonatural shape and ends the polymorph effect. @@ -15998,7 +14362,7 @@ STATISTICS: - Retrouve sa forme naturelle -- Create a magical weapon (Attack) +- Create 1 magical weapon (Attack) - Permet the use of talks
Shapeshift: Natural Form This ability causes the character to return tonatural shape and ends the polymorph effect.
Shapeshift: Natural Form @@ -16007,7 +14371,7 @@ Duration: 500 days Casting time: 0 Area of Effect: Caster -Saving Throw: TODO +Saving Throw: None Shapeshift: Natural Form This ability causes the character to return tonatural shape and ends the polymorph effect. @@ -16015,7 +14379,7 @@ STATISTICS: - Retrouve sa forme naturelle -- Create a magical weapon (Attack) +- Create 1 magical weapon (Attack) - Permet the use of talks - Permet the use of spells - Permet the use of the first quick spell @@ -16038,7 +14402,7 @@ Duration: 500 days Casting time: 0 Area of Effect: Caster -Saving Throw: TODO +Saving Throw: None Shapeshift: Flind @@ -16058,7 +14422,7 @@ - Transformation en Flind - Remove "Attack" from inventory - Remove "Morning Star" from inventory -- Create a magical weapon (Halberd +1) +- Create 1 magical weapon (Halberd +1) - Prevents the use of talks
Shapeshift: Ogre @@ -16076,7 +14440,7 @@ Duration: 500 days Casting time: 0 Area of Effect: Caster -Saving Throw: TODO +Saving Throw: None Shapeshift: Ogre @@ -16094,7 +14458,7 @@ - Transformation en Ogre - Remove "Attack" from inventory -- Create a magical weapon (Morning Star) +- Create 1 magical weapon (Morning Star) - Prevents the use of talks
Shapeshift: Spider @@ -16113,7 +14477,7 @@ Duration: 500 days Casting time: 0 Area of Effect: Caster -Saving Throw: TODO +Saving Throw: None Shapeshift: Spider @@ -16133,7 +14497,7 @@ - Transformation en Giant Spider - Remove "Attack" from inventory - Remove "Morning Star" from inventory -- Create a magical weapon (Attack) +- Create 1 magical weapon (Attack) - Prevents the use of talks
Shapeshift: Mustard Jelly @@ -16161,7 +14525,7 @@ Duration: 500 days Casting time: 0 Area of Effect: Caster -Saving Throw: TODO +Saving Throw: None Shapeshift: Mustard Jelly @@ -16190,7 +14554,7 @@ - Transformation en Mustard Jelly - Remove "Attack" from inventory - Remove "Morning Star" from inventory -- Create a magical weapon (Attack) +- Create 1 magical weapon (Attack) - Prevents the use of talks
Shapeshift: Brown Bear @@ -16208,7 +14572,7 @@ Duration: 500 days Casting time: 0 Area of Effect: Caster -Saving Throw: TODO +Saving Throw: None Shapeshift: Brown Bear @@ -16227,7 +14591,7 @@ - Transformation en Brown Bear - Remove "Attack" from inventory - Remove "Morning Star" from inventory -- Create a magical weapon (Attack) +- Create 1 magical weapon (Attack) - Prevents the use of talks
Shapeshift: Black Bear @@ -16245,7 +14609,7 @@ Duration: 500 days Casting time: 0 Area of Effect: Caster -Saving Throw: TODO +Saving Throw: None Shapeshift: Black Bear @@ -16264,7 +14628,7 @@ - Transformation en Black Bear - Remove "Attack" from inventory - Remove "Morning Star" from inventory -- Create a magical weapon (Attack) +- Create 1 magical weapon (Attack) - Prevents the use of talks
Shapeshift: Wolf @@ -16285,7 +14649,7 @@ Duration: 500 days Casting time: 0 Area of Effect: Caster -Saving Throw: TODO +Saving Throw: None Shapeshift: Wolf @@ -16307,7 +14671,7 @@ - Transformation en Wolf - Remove "Attack" from inventory - Remove "Morning Star" from inventory -- Create a magical weapon (Attack) +- Create 1 magical weapon (Attack) - Prevents the use of talks
Animate Dead (Necromancy) @@ -16325,14 +14689,14 @@ 11th – 14th: a 7 HD skeleton warrior wielding a bastard sword +1. 15th and up: a 9 HD skeleton warrior wielding a two-handed sword +1. The skeleton warrior can follow the caster, remain in an area and attack any creature entering the place, etc. It remains animated until it is destroyed in combat, 8 hours pass, or it is turned. This spell cannot be dispelled.
Animate Dead +(Necromancy) -School: Necromancy Level: 5 Range: 9 meters Duration: 8 hours Casting time: 9 -Area of Effect: Point dans le champ visuel du lanceur -Saving Throw: TODO +Area of Effect: Point in the visual range of the caster +Saving Throw: None This spell causes a skeleton warrior to rise and serve the caster under any conditions. The type of skeleton warrior that appears depends upon the level of the wizard casting the spell. 1st – 6th: a 3 HD skeleton warrior wielding a long sword. @@ -16364,22 +14728,22 @@ Saving Throw: Special This spell generates a billowing cloud of ghastly, yellowish green vapors that is so toxic as to slay any creature with 4 or fewer Hit Dice, and causes creatures with 5 to 6 Hit Dice to roll Saving Throws vs. Poison with a -4 penalty or be slain. Holding one's breath has no effect on the lethality of the spell. Those above 6th level (or 6 Hit Dice) must leave the cloud immediately or suffer 1d10 points of poison damage each round while in the area of effect.
Cloudkill +(Invocation) -School: Invocation Level: 5 Range: 12 meters Duration: Instant Casting time: 5 Area of Effect: 4,5 meters' radius -Saving Throw: TODO +Saving Throw: Special This spell generates a billowing cloud of ghastly, yellowish green vapors that is so toxic as to slay any creature with 4 or fewer Hit Dice, and causes creatures with 5 to 6 Hit Dice to roll Saving Throws vs. Poison with a -4 penalty or be slain. Holding one's breath has no effect on the lethality of the spell. Those above 6th level (or 6 Hit Dice) must leave the cloud immediately or suffer 1d10 points of poison damage each round while in the area of effect. STATISTICS: -- Inflicts 1d10 poison damage to the target (Inefficace contre les undead, the golems and the creatures immune to poisons) -- Instantly slays the target (of level 4 or lower) (Inefficace contre les undead, the golems and the creatures immune to poisons) -- Instantly slays the target (from level 5 to 6) (save vs. Death at -4 neg.) (Inefficace contre les undead, the golems and the creatures immune to poisons)
Cone of Cold (Evocation) @@ -16391,14 +14755,14 @@ Saving Throw: 1/2 When this spell is cast, it generates a cone-shaped area of extreme cold originating at the wizard's hand and extending outward in a cone 17 ft. long with a 90-deg. arc. It drains heat and causes 1d4+1 points of damage per level of the caster. For example, a 10th-level wizard would cast a cone of cold causing 10d4+10 points of damage.
Cone of Cold +(Invocation) -School: Invocation Level: 5 Range: 3,5 meters Duration: Instant Casting time: 5 -Area of Effect: 5 meters' radius -Saving Throw: TODO +Area of Effect: 5 meters cone on a 90° arc +Saving Throw: 1/2 When this spell is cast, it generates a cone-shaped area of extreme cold originating at the wizard's hand and extending outward in a cone 17 ft. long with a 90-deg. arc. It drains heat and causes 1d4+1 points of damage per level of the caster. For example, a 10th-level wizard would cast a cone of cold causing 10d4+10 points of damage. @@ -16449,21 +14813,21 @@ Saving Throw: None This spell is much like the 3rd-level Monster Summoning I spell, except that this spell summons 5-HD monsters. There is a 60% chance of receiving one monster and a 40% chance of receiving two monsters. These monster(s) appear within spell range and attack the caster's opponents until the spell duration expires or until they are slain.
Monster Summoning III +(Conjuration) -School: Conjuration Level: 5 Range: 6 meters -Duration: 4 rounds + 1 round par niveau +Duration: 4 rounds + 1 round/level Casting time: 5 -Area of Effect: Point dans le champ visuel du lanceur -Saving Throw: TODO +Area of Effect: Point in the visual range of the caster +Saving Throw: None This spell is much like the 3rd-level Monster Summoning I spell, except that this spell summons 5-HD monsters. There is a 60% chance of receiving one monster and a 40% chance of receiving two monsters. These monster(s) appear within spell range and attack the caster's opponents until the spell duration expires or until they are slain. STATISTICS: - 61 % chance d'invoquer 1 monstre (Ettercap or Ogre Berserker) -- 39 % chance d'invoquer 1 monstre (Ettercap or Ogre Berserker)
Shadow Door (Illusion/Phantasm) @@ -16475,14 +14839,14 @@ Saving Throw: None By means of this spell, the wizard creates the illusion of a door. The illusion also permits the wizard to appear to step through this "door" and disappear. In reality,has darted aside and can flee, totally invisible (as per the Improved Invisibility spell), for the spell's duration. A True Seeing spell, a Gem of Seeing, or similar magical means can reveal the wizard.
Shadow Door +(Illusion) -School: Illusion Level: 5 Range: Contact -Duration: 1 round par niveau +Duration: 1 round/level Casting time: 2 Area of Effect: Caster -Saving Throw: TODO +Saving Throw: None By means of this spell, the wizard creates the illusion of a door. The illusion also permits the wizard to appear to step through this "door" and disappear. In reality,has darted aside and can flee, totally invisible (as per the Improved Invisibility spell), for the spell's duration. A True Seeing spell, a Gem of Seeing, or similar magical means can reveal the wizard. @@ -16501,20 +14865,20 @@ Saving Throw: Neg. The Domination spell enables the caster to control the actions of any creature while the spell is in effect. This control is maintained through a telepathic link between the caster and the victim. Unlike the 4th-level priest spell Mental Domination, the target has no option for release, even if made to do something against his morals. This effect can only be reversed by Dispel Magic. The target is allowed a Saving Throw vs. Spell with a -2 penalty to negate the effect.
Domination +(Enchantment) -School: Enchantment Level: 5 Range: 12 meters Duration: 8 rounds Casting time: 5 Area of Effect: 1 creature -Saving Throw: TODO +Saving Throw: Special The Domination spell enables the caster to control the actions of any creature while the spell is in effect. This control is maintained through a telepathic link between the caster and the victim. Unlike the 4th-level priest spell Mental Domination, the target has no option for release, even if made to do something against his morals. This effect can only be reversed by Dispel Magic. The target is allowed a Saving Throw vs. Spell with a -2 penalty to negate the effect. STATISTICS: -- Universal charm on the target (save vs. Spells at -2 neg.) (Inefficace contre les half elves and the elves)
Hold Monster (Enchantment/Charm) @@ -16528,14 +14892,14 @@ This spell holds 1d4 creatures of any type rigidly immobile and in place for 9 or more rounds, unless a Saving Throw vs. Spell is made with a -2 penalty. The effect is centered on the victim selected by the caster. Any enemies within 4 ft. of the target are also affected. Those who succeed on their Saving Throws are totally unaffected by the spell. Undead creatures cannot be held. Held creatures cannot move or speak, but they remain aware of events around them and can use abilities not requiring motion or speech. Being held does not prevent the worsening of the subject's condition due to wounds, diseases, or poison.
Hold Monster +(Enchantment) -School: Enchantment Level: 5 Range: 12 meters -Duration: 1 round par niveau +Duration: 1 round/level Casting time: 5 -Area of Effect: 1 creature -Saving Throw: TODO +Area of Effect: 1 créature et tout ennemi dans un rayon de 9 meters +Saving Throw: Neg. This spell holds 1d4 creatures of any type rigidly immobile and in place for 9 or more rounds, unless a Saving Throw vs. Spell is made with a -2 penalty. The effect is centered on the victim selected by the caster. Any enemies within 4 ft. of the target are also affected. Those who succeed on their Saving Throws are totally unaffected by the spell. Undead creatures cannot be held. @@ -16555,14 +14919,14 @@ Saving Throw: Special The effects of this spell are identical to the 4th-level spell Confusion in all respects. The victims wander around as if in a daze, sometimes wandering away, sometimes attacking either friend or foe. If the victim is 4th level or lower,does not receive a Saving Throw vs. the effects. However, if the victim is 5th level or higher, receives a Save vs. Spell with a -4 penalty. The spell lasts for the duration or until a successful Dispel Magic is cast.
Chaos +(Enchantment) -School: Enchantment Level: 5 Range: 10,5 meters -Duration: 5 rounds + 1 round par tranche de 6 niveaux +Duration: 5 rounds + 1 round/6 levels Casting time: 4 -Area of Effect: 4,5 meters' radius -Saving Throw: TODO +Area of Effect: Enemies within a 4,5 meters radius +Saving Throw: Special The effects of this spell are identical to the 4th-level spell Confusion in all respects. The victims wander around as if in a daze, sometimes wandering away, sometimes attacking either friend or foe. If the victim is 4th level or lower,does not receive a Saving Throw vs. the effects. However, if the victim is 5th level or higher, receives a Save vs. Spell with a -4 penalty. The spell lasts for the duration or until a successful Dispel Magic is cast. @@ -16581,14 +14945,14 @@ Saving Throw: Neg. Feeblemind causes the subject's intellect to degenerate into that of a simple beast of burden unless a Saving Throw vs. Spell is made with a -2 penalty. Upon a failed Saving Throw, the subject remains in this state until a successful Dispel Magic is cast upon .
Feeblemind +(Enchantment) -School: Enchantment Level: 5 Range: 12 meters Duration: 500 days Casting time: 5 Area of Effect: 1 creature -Saving Throw: TODO +Saving Throw: Neg. Feeblemind causes the subject's intellect to degenerate into that of a simple beast of burden unless a Saving Throw vs. Spell is made with a -2 penalty. Upon a failed Saving Throw, the subject remains in this state until a successful Dispel Magic is cast upon. @@ -16606,14 +14970,14 @@ Saving Throw: None Casting this spell grants the wizard protection from one spell school of choice. After the spell is cast, the wizard must choose the school wishes to be protected from. All spells of this school will not be able to harm or aid the caster for the duration of this spell. This includes all spells from this school, including any priest spells that might benefit the caster.
Spell Immunity +(Abjuration) -School: Abjuration Level: 5 Range: Contact Duration: Instant Casting time: 0 Area of Effect: Caster -Saving Throw: TODO +Saving Throw: None Casting this spell grants the wizard protection from one spell school ofchoice. After the spell is cast, the wizard must choose the school wishes to be protected from. All spells of this school will not be able to harm or aid the caster for the duration of this spell. This includes all spells from this school, including any priest spells that might benefit the caster. @@ -16639,14 +15003,14 @@ Saving Throw: None When the spell is cast, it confers complete invulnerability to all non-magical weapons. This does not include weapons that are blessed or enchanted. This spell may not be cast on someone who is protected from magical weapons. This effect lasts for the duration of the spell or until dispelled.
Protection From Normal Weapons +(Abjuration) -School: Abjuration Level: 5 Range: Contact -Duration: 1 round par niveau +Duration: 1 round/level Casting time: 2 Area of Effect: Caster -Saving Throw: TODO +Saving Throw: None When the spell is cast, it confers complete invulnerability to all non-magical weapons. This does not include weapons that are blessed or enchanted. This spell may not be cast on someone who is protected from magical weapons. This effect lasts for the duration of the spell or until dispelled. @@ -16665,14 +15029,14 @@ Saving Throw: None When the spell is cast, it confers complete invulnerability to all electrical attacks, whether magical or non-magical, such as Lightning Bolt or certain breath weapons. This effect lasts for the duration of the spell or until dispelled.
Protection From Electricity +(Abjuration) -School: Abjuration Level: 5 Range: 3 meters -Duration: 1 turn par niveau +Duration: 1 turn/level Casting time: 5 Area of Effect: 1 creature -Saving Throw: TODO +Saving Throw: None When the spell is cast, it confers complete invulnerability to all electrical attacks, whether magical or non-magical, such as Lightning Bolt or certain breath weapons. This effect lasts for the duration of the spell or until dispelled. @@ -16690,21 +15054,21 @@ Saving Throw: None When this spell is cast at a creature, it breaches and dispels all of the specific and combat protections on the target creature. Here is a complete list of all the specific protection spells that are dispelled by Breach: Shield, Protection Circle, Resist Fear, Protection From Fire/Cold, Fireshield, Protection From Acid, Protection From Electricity, Protection From Magic Energy, Protection From The Elements, and Protection From Energy. The combat protection spells dispelled by Breach are Protection From Normal Missiles, Protection From Normal Weapons, Protection From Magical Weapons, Stoneskin, Armor, Ghost Armor, Spirit Armor, Absolute Immunity, Mantle, and Improved Mantle. The target's Magic Resistance, if any, does not affect this spell.
Breach +(Abjuration) -School: Abjuration Level: 5 Range: 12 meters Duration: Instant Casting time: 5 Area of Effect: 1 creature -Saving Throw: TODO +Saving Throw: None When this spell is cast at a creature, it breaches and dispels all of the specific and combat protections on the target creature. Here is a complete list of all the specific protection spells that are dispelled by Breach: Shield, Protection Circle, Resist Fear, Protection From Fire/Cold, Fireshield, Protection From Acid, Protection From Electricity, Protection From Magic Energy, Protection From The Elements, and Protection From Energy. The combat protection spells dispelled by Breach are Protection From Normal Missiles, Protection From Normal Weapons, Protection From Magical Weapons, Stoneskin, Armor, Ghost Armor, Spirit Armor, Absolute Immunity, Mantle, and Improved Mantle. The target's Magic Resistance, if any, does not affect this spell. STATISTICS: -- Dispels all specific protection spells of level 9 or lower on the target -- Dispels all combat protection spells of level 9 or lower on the target
Lower Resistance (Abjuration) @@ -16716,53 +15080,20 @@ Saving Throw: None When cast upon a target creature, this spell will lower the Magic Resistance of this creature by 10% + 1% per level of the caster. There is no Saving Throw, and the target's Magic Resistance, if any, does not affect this spell. For example, if a creature has 60% Magic Resistance and this spell is cast on it by a 15th-level Mage, then the target's Magic Resistance would be lowered by 25% automatically. This effect is cumulative for each casting of this spell: If Lower Resistance was cast upon the same creature again, the creature's Magic Resistance would be 60% - 25% (initial casting) - 25% (current casting), which would leave the creature with 10% Magic Resistance. This spell will last until its duration expires and cannot be dispelled.
Lower Resistance +(Abjuration) -School: Abjuration Level: 5 Range: 12 meters -Duration: 1 round par niveau -Casting time: 5 -Area of Effect: 1 creature -Saving Throw: TODO - -When cast upon a target creature, this spell will lower the Magic Resistance of this creature by 10% + 1% per level of the caster. There is no Saving Throw, and the target's Magic Resistance, if any, does not affect this spell. For example, if a creature has 60% Magic Resistance and this spell is cast on it by a 15th-level Mage, then the target's Magic Resistance would be lowered by 25% automatically. This effect is cumulative for each casting of this spell: If Lower Resistance was cast upon the same creature again, the creature's Magic Resistance would be 60% - 25% (initial casting) - 25% (current casting), which would leave the creature with 10% Magic Resistance. This spell will last until its duration expires and cannot be dispelled. - -STATISTICS: - -- Reduces the Magic Resistance of the target by 19 % - -From level 10 -- Reduces the Magic Resistance of the target by 20 % - -From level 11 -- Reduces the Magic Resistance of the target by 21 % - -From level 12 -- Reduces the Magic Resistance of the target by 22 % - -From level 13 -- Reduces the Magic Resistance of the target by 23 % - -From level 14 -- Reduces the Magic Resistance of the target by 24 % - -From level 15 -- Reduces the Magic Resistance of the target by 25 % - -From level 16 -- Reduces the Magic Resistance of the target by 26 % - -From level 17 -- Reduces the Magic Resistance of the target by 27 % +Duration: 1 round/level +Casting time: 5 +Area of Effect: 1 creature +Saving Throw: None -From level 18 -- Reduces the Magic Resistance of the target by 28 % +When cast upon a target creature, this spell will lower the Magic Resistance of this creature by 10% + 1% per level of the caster. There is no Saving Throw, and the target's Magic Resistance, if any, does not affect this spell. For example, if a creature has 60% Magic Resistance and this spell is cast on it by a 15th-level Mage, then the target's Magic Resistance would be lowered by 25% automatically. This effect is cumulative for each casting of this spell: If Lower Resistance was cast upon the same creature again, the creature's Magic Resistance would be 60% - 25% (initial casting) - 25% (current casting), which would leave the creature with 10% Magic Resistance. This spell will last until its duration expires and cannot be dispelled. -From level 19 -- Reduces the Magic Resistance of the target by 29 % +STATISTICS: -From level 20 -- Reduces the Magic Resistance of the target by 30 %
Oracle (Divination) @@ -16774,21 +15105,21 @@ Saving Throw: None When cast, this spell will cancel all Illusion/Phantasm spells of 5th level and lower within its area of effect. The spells affected are Reflected Image, Invisibility, Mirror Image, Non-Detection, Improved Invisibility, and Shadow Door. The caster can control just who this spell affects: Therefore, it will affect only creatures that are not in the caster's party. The area of effect is a 120-ft. radius around the caster.
Oracle +(Divination) -School: Divination Level: 5 Range: Contact Duration: Instant Casting time: 5 -Area of Effect: 35,5 meters' radius around the caster -Saving Throw: TODO +Area of Effect: Enemies within a 35,5 meters radius around of the caster +Saving Throw: None When cast, this spell will cancel all Illusion/Phantasm spells of 5th level and lower within its area of effect. The spells affected are Reflected Image, Invisibility, Mirror Image, Non-Detection, Improved Invisibility, and Shadow Door. The caster can control just who this spell affects: Therefore, it will affect only creatures that are not in the caster's party. The area of effect is a 120-ft. radius around the caster. STATISTICS: -- Dissipe tous les sorts de l'école of the Illusion de niveau 5 ou moins sur the target -- Dispels all illusionary protection spells of level 5 or lower on the target +- Dissipe tous les sorts de l'école of the Illusion de niveau 5 ou inférieur sur the target +- Dispels all illusionary protection spells on the target - Dispel the target's invisibility
Conjure Lesser Fire Elemental (Conjuration/Summoning) @@ -16801,21 +15132,21 @@ Saving Throw: None A wizard who casts a Conjure Lesser Fire Elemental spell summons a fire elemental to dobidding. The elemental has 8 Hit Dice and will serve the caster's every whim until banished back to its home plane, the spell's duration expires, or the elemental dies. However, every time this spell is cast, there is a 15% chance that the elemental will escape the instructions of the caster, go berserk, and attack the wizard who dared summoning it. If it can't reach the summoner, it will fight its way toward . This berserking elemental will also remain until slain or the spell's duration expires. The elemental is locked into a psychic contest with the caster for 3 rounds after being summoned. At the end of this time, if the caster has won, has control of the elemental; however, if has lost, the elemental goes berserk and tries to kill . This does not prevent the use of other charm-type spells after the contest was lost. If charm spells are used before the contest is over, they will have no effect on the outcome.
Conjure Lesser Fire Elemental +(Conjuration) -School: Conjuration Level: 5 Range: 13,5 meters Duration: Special Casting time: 9 -Area of Effect: Point dans le champ visuel du lanceur -Saving Throw: TODO +Area of Effect: Point in the visual range of the caster +Saving Throw: None A wizard who casts a Conjure Lesser Fire Elemental spell summons a fire elemental to dobidding. The elemental has 8 Hit Dice and will serve the caster's every whim until banished back to its home plane, the spell's duration expires, or the elemental dies. However, every time this spell is cast, there is a 15% chance that the elemental will escape the instructions of the caster, go berserk, and attack the wizard who dared summoning it. If it can't reach the summoner, it will fight its way toward . This berserking elemental will also remain until slain or the spell's duration expires. The elemental is locked into a psychic contest with the caster for 3 rounds after being summoned. At the end of this time, if the caster has won, has control of the elemental; however, if has lost, the elemental goes berserk and tries to kill . This does not prevent the use of other charm-type spells after the contest was lost. If charm spells are used before the contest is over, they will have no effect on the outcome. STATISTICS: -- Combat mental for 3 rounds -- Summon 1 allied creatures (Lesser Fire Elemental) for 19 rounds
Protection From Acid (Abjuration) @@ -16827,14 +15158,14 @@ Saving Throw: None When the spell is cast, it confers complete invulnerability to all acid-based attacks, whether magical or non-magical, such as Acid Arrow or a creature's special attacks. This effect lasts for the duration of the spell or until dispelled.
Protection From Acid +(Abjuration) -School: Abjuration Level: 5 Range: 3 meters -Duration: 1 turn par niveau +Duration: 1 turn/level Casting time: 6 Area of Effect: 1 creature -Saving Throw: TODO +Saving Throw: None When the spell is cast, it confers complete invulnerability to all acid-based attacks, whether magical or non-magical, such as Acid Arrow or a creature's special attacks. This effect lasts for the duration of the spell or until dispelled. @@ -16854,14 +15185,14 @@ This spell creates a translucent, shadow-like, weightless area of magical force extending from the fingers of one of the caster's hands. The silent, blade-shaped construct's cutting edges inflict damage just as those of a real sword do. The caster wields the phantom blade as if proficient with it, atnormal THAC0. The phantom blade acts as a +3 magical sword in terms of to-hit and damage bonuses as well as the type of creatures it can hit. However, due to its etheric nature, it causes an extra +10 damage against undead creatures. This sword can only be used by the caster and remains in hand for the duration of the spell or until dispelled.
Phantom Blade +(Invocation) -School: Invocation Level: 5 Range: Contact -Duration: 3 rounds + 1 round par niveau +Duration: 3 rounds + 1 round/level Casting time: 5 Area of Effect: Caster -Saving Throw: TODO +Saving Throw: None This spell creates a translucent, shadow-like, weightless area of magical force extending from the fingers of one of the caster's hands. The silent, blade-shaped construct's cutting edges inflict damage just as those of a real sword do. The caster wields the phantom blade as if proficient with it, atnormal THAC0. @@ -16869,7 +15200,7 @@ STATISTICS: -- Create a magical weapon (Phantom Blade)
Spell Shield (Abjuration) @@ -16881,14 +15212,14 @@ Saving Throw: None When this spell is cast, the wizard is protected from the next magical attack against. The spells from which the wizard is protected are Spell Thrust, Secret Word, Breach, Lower Resistance, Pierce Magic, Ruby Ray, Khelben's Warding Whip, Pierce Shield, and Spellstrike. If one of these spells is cast at the wizard, this spell activates and absorbs the attack. However, this only works once and this spell is consumed in the process. Otherwise, it will last for its duration.
Spell Shield +(Abjuration) -School: Abjuration Level: 5 Range: Contact -Duration: 3 rounds par niveau +Duration: 3 rounds/level Casting time: 8 Area of Effect: Caster -Saving Throw: TODO +Saving Throw: None When this spell is cast, the wizard is protected from the next magical attack against. The spells from which the wizard is protected are Spell Thrust, Secret Word, Breach, Lower Resistance, Pierce Magic, Ruby Ray, Khelben's Warding Whip, Pierce Shield, and Spellstrike. If one of these spells is cast at the wizard, this spell activates and absorbs the attack. However, this only works once and this spell is consumed in the process. Otherwise, it will last for its duration. @@ -16906,21 +15237,21 @@ Saving Throw: None A wizard who casts a Conjure Lesser Air Elemental spell summons an air elemental to do bidding. The elemental has 8 Hit Dice and will serve the caster's every whim until banished back to its home plane, the spell's duration expires, or the elemental dies. However, every time this spell is cast, there is a 15% chance that the elemental will escape the instructions of the caster, go berserk, and attack the wizard who dared summoning it. If it can't reach the summoner, it will fight its way toward . This berserking elemental will also remain until slain or the spell's duration expires. The elemental is locked into a psychic contest with the caster for 3 rounds after being summoned. At the end of this time, if the caster has won, has control of the elemental; however, if has lost, the elemental goes berserk and tries to kill . This does not prevent the use of other charm-type spells after the contest was lost. If charm spells are used before the contest is over, they will have no effect on the outcome.
Conjure Lesser Air Elemental +(Conjuration) -School: Conjuration Level: 5 Range: 13,5 meters Duration: Special Casting time: 9 -Area of Effect: Point dans le champ visuel du lanceur -Saving Throw: TODO +Area of Effect: Point in the visual range of the caster +Saving Throw: None A wizard who casts a Conjure Lesser Air Elemental spell summons an air elemental to dobidding. The elemental has 8 Hit Dice and will serve the caster's every whim until banished back to its home plane, the spell's duration expires, or the elemental dies. However, every time this spell is cast, there is a 15% chance that the elemental will escape the instructions of the caster, go berserk, and attack the wizard who dared summoning it. If it can't reach the summoner, it will fight its way toward . This berserking elemental will also remain until slain or the spell's duration expires. The elemental is locked into a psychic contest with the caster for 3 rounds after being summoned. At the end of this time, if the caster has won, has control of the elemental; however, if has lost, the elemental goes berserk and tries to kill . This does not prevent the use of other charm-type spells after the contest was lost. If charm spells are used before the contest is over, they will have no effect on the outcome. STATISTICS: -- Combat mental for 3 rounds -- Summon 1 allied creatures (Lesser Air Elemental) for 19 rounds
Conjure Lesser Earth Elemental (Conjuration/Summoning) @@ -16932,21 +15263,21 @@ Saving Throw: None A wizard who casts a Conjure Lesser Earth Elemental spell summons an earth elemental to dobidding. The elemental has 8 Hit Dice and will serve the caster's every whim until banished back to its home plane, the spell's duration expires, or the elemental dies. However, every time this spell is cast, there is a 15% chance that the elemental will escape the instructions of the caster, go berserk, and attack the wizard who dared summoning it. If it can't reach the summoner, it will fight its way toward . This berserking elemental will also remain until slain or the spell's duration expires. The elemental is locked into a psychic contest with the caster for 3 rounds after being summoned. At the end of this time, if the caster has won, has control of the elemental; however, if has lost, the elemental goes berserk and tries to kill . This does not prevent the use of other charm-type spells after the contest was lost. If charm spells are used before the contest is over, they will have no effect on the outcome.
Conjure Lesser Earth Elemental +(Conjuration) -School: Conjuration Level: 5 Range: 13,5 meters Duration: Special Casting time: 9 -Area of Effect: Point dans le champ visuel du lanceur -Saving Throw: TODO +Area of Effect: Point in the visual range of the caster +Saving Throw: None A wizard who casts a Conjure Lesser Earth Elemental spell summons an earth elemental to dobidding. The elemental has 8 Hit Dice and will serve the caster's every whim until banished back to its home plane, the spell's duration expires, or the elemental dies. However, every time this spell is cast, there is a 15% chance that the elemental will escape the instructions of the caster, go berserk, and attack the wizard who dared summoning it. If it can't reach the summoner, it will fight its way toward . This berserking elemental will also remain until slain or the spell's duration expires. The elemental is locked into a psychic contest with the caster for 3 rounds after being summoned. At the end of this time, if the caster has won, has control of the elemental; however, if has lost, the elemental goes berserk and tries to kill . This does not prevent the use of other charm-type spells after the contest was lost. If charm spells are used before the contest is over, they will have no effect on the outcome. STATISTICS: -- Combat mental for 3 rounds -- Summon 1 allied creatures (Lesser Earth Elemental) for 19 rounds
Minor Spell Turning (Abjuration) @@ -16960,14 +15291,14 @@ This spell is similar to the 7th-level Spell Turning, which causes the spells cast against the wizard to rebound upon the original caster. This affects a total of 4 spell levels—including spells cast from scrolls and innate spell-like abilities—but excludes the following: area effects that are not centered directly upon the wizard, as well as area effects that are stationary, such as Cloudkill and Stinking Cloud. As long as the spell is cast directly at the wizard, it will be reflected back upon the caster. This spell will only affect up to 4th-level spells, but as long as there are levels remaining, a spell will be reflected. For example, if there is only 1 level left and a 3rd-level spell is cast at the wizard, the spell will be reflected while canceling the Spell Turning. This spell will not protect the caster from Dispel Magic, but will not be dispelled by Dispel Magic either.
Minor Spell Turning +(Abjuration) -School: Abjuration Level: 5 Range: Contact -Duration: 3 rounds par niveau +Duration: 3 rounds/level Casting time: 5 Area of Effect: Caster -Saving Throw: TODO +Saving Throw: None This spell is similar to the 7th-level Spell Turning, which causes the spells cast against the wizard to rebound upon the original caster. This affects a total of 4 spell levels—including spells cast from scrolls and innate spell-like abilities—but excludes the following: area effects that are not centered directly upon the wizard, as well as area effects that are stationary, such as Cloudkill and Stinking Cloud. As long as the spell is cast directly at the wizard, it will be reflected back upon the caster. This spell will only affect up to 4th-level spells, but as long as there are levels remaining, a spell will be reflected. For example, if there is only 1 level left and a 3rd-level spell is cast at the wizard, the spell will be reflected while canceling the Spell Turning. @@ -16987,14 +15318,14 @@ Saving Throw: 1/2 A Sunfire is like a Fireball—an explosive burst of flame, which detonates with a low roar and delivers damage proportional to the level of the caster: 1d6 points of damage per level of the caster, up to a maximum of 15d6. The wizard gestures withhand, and the entire area around erupts in flames, striking everyone except the caster self. Creatures failing their Saving Throws take full damage from the blast; those who roll successful Saving Throws manage to dodge, fall flat, or roll aside, each taking half damage.
Sunfire +(Invocation) -School: Invocation Level: 5 Range: Contact Duration: Instant Casting time: 3 Area of Effect: Caster -Saving Throw: TODO +Saving Throw: None A Sunfire is like a Fireball—an explosive burst of flame, which detonates with a low roar and delivers damage proportional to the level of the caster: 1d6 points of damage per level of the caster, up to a maximum of 15d6. The wizard gestures withhand, and the entire area around erupts in flames, striking everyone except the caster self. Creatures failing their Saving Throws take full damage from the blast; those who roll successful Saving Throws manage to dodge, fall flat, or roll aside, each taking half damage. @@ -17011,14 +15342,14 @@ Saving Throw: None This spell summons an invisible stalker from the Elemental Plane of Air. This 8-Hit-Dice monster obeys and serves the caster in performing whatever tasks are set before it, even if this means being sent to certain death. The creature remains under the caster's control for 9 hours or until it is killed—at which point it will return to its native plane, only slightly annoyed at having to serve a mortal.
Invisible Stalker +(Conjuration) -School: Conjuration Level: 6 Range: 12 meters Duration: 9 hours Casting time: 9 -Area of Effect: Point dans le champ visuel du lanceur -Saving Throw: TODO +Area of Effect: Point in the visual range of the caster +Saving Throw: None This spell summons an invisible stalker from the Elemental Plane of Air. This 8-Hit-Dice monster obeys and serves the caster in performing whatever tasks are set before it, even if this means being sent to certain death. The creature remains under the caster's control for 9 hours or until it is killed—at which point it will return to its native plane, only slightly annoyed at having to serve a mortal. @@ -17036,14 +15367,14 @@ Saving Throw: None This spell creates an immobile, faintly shimmering magical sphere around the caster that prevents any 1st-, 2nd-, 3rd-, or 4th-level spell effects from penetrating (i.e., the area of effect of any such spells does not include the area of the Globe of Invulnerability). This includes innate abilities and effects from devices. However, any type of spell can be cast out of the magical sphere, and these pass from the caster of the globe to their subject without affecting the globe. 5th- and higher level spells are not affected by the globe, and magical attacks of 5th-level or higher, such as Spellstrike and Pierce Magic, can bring it down.
Globe of Invulnerability +(Abjuration) -School: Abjuration Level: 6 Range: Contact -Duration: 1 round par niveau +Duration: 1 round/level Casting time: 6 Area of Effect: Caster -Saving Throw: TODO +Saving Throw: None This spell creates an immobile, faintly shimmering magical sphere around the caster that prevents any 1st-, 2nd-, 3rd-, or 4th-level spell effects from penetrating (i.e., the area of effect of any such spells does not include the area of the Globe of Invulnerability). This includes innate abilities and effects from devices. However, any type of spell can be cast out of the magical sphere, and these pass from the caster of the globe to their subject without affecting the globe. 5th- and higher level spells are not affected by the globe, and magical attacks of 5th-level or higher, such as Spellstrike and Pierce Magic, can bring it down. @@ -17063,14 +15394,14 @@ Tenser's Transformation is a sight guaranteed to astound any creature not aware of its power, for when the wizard casts the spell,undergoes a startling transformation. The size and strength of the wizard increase to heroic proportions, and becomes a formidable fighting machine. The spell causes the caster to become a berserk Fighter: Hit Points double, and all damage sustains is first detracted from this magically-gained life; Armor Class gains a +4 bonus up to a maximum Armor Class of -10; and all attacks are made as though were a Fighter of the same level (i.e. the wizard uses the combat values normally reserved to Fighters, although no extra attacks per round are gained). Each attack also receives a +2 bonus to hit and damage rolls. The effect lasts for the duration of the spell or until dispelled.
Tenser's Transformation +(Alteration) -School: Alteration Level: 6 Range: Contact -Duration: 1 round par niveau +Duration: 1 round/level Casting time: 6 Area of Effect: Caster -Saving Throw: TODO +Saving Throw: None Tenser's Transformation is a sight guaranteed to astound any creature not aware of its power, for when the wizard casts the spell,undergoes a startling transformation. The size and strength of the wizard increase to heroic proportions, and becomes a formidable fighting machine. @@ -17079,11 +15410,11 @@ STATISTICS: - Armor Class: +4 (not cumulative) +- THAC0: Set to 9 (not cumulative) - THAC0: +2 (not cumulative) - Damage: +2 (not cumulative) - Disables the caster to cast spells (not cumulative) - Hit points: +100 % (not cumulative) -- THAC0: Set to 9 (not cumulative) From level 13 - THAC0: Set to 8 (not cumulative) @@ -17101,12 +15432,6 @@ - THAC0: Set to 4 (not cumulative) From level 18 -- THAC0: Set to 3 (not cumulative) - -From level 19 -- THAC0: Set to 3 (not cumulative) - -From level 20 - THAC0: Set to 3 (not cumulative)
Flesh to Stone (Alteration) @@ -17119,14 +15444,14 @@ Saving Throw: Neg. This spell turns flesh of any sort to stone. All possessions on the person of the creature likewise turn to stone. The intended subject of the spell receives a Saving Throw vs. Spell to avoid the effect. If a statue created by this spell is subjected to attacks of any sort, it will shatter into tiny pieces, making it impossible for the creature to be returned to flesh. The reverse of this spell may be cast upon the victim in order to restore life, but this is the only way.
Flesh to Stone +(Alteration) -School: Alteration Level: 6 Range: 15 meters Duration: Instant Casting time: 6 Area of Effect: 1 creature -Saving Throw: TODO +Saving Throw: Neg. This spell turns flesh of any sort to stone. All possessions on the person of the creature likewise turn to stone. The intended subject of the spell receives a Saving Throw vs. Spell to avoid the effect. If a statue created by this spell is subjected to attacks of any sort, it will shatter into tiny pieces, making it impossible for the creature to be returned to flesh. The reverse of this spell may be cast upon the victim in order to restore life, but this is the only way. @@ -17144,14 +15469,14 @@ Saving Throw: None When a Death Spell is cast, it snuffs out the life force of creatures within the area of effect, instantly and irrevocably. Such creatures cannot be raised or resurrected, although an individual slain in this manner may be brought back to life by means of a Wish spell. Creatures with more than 8 Hit Dice are immune to this spell with the exception of summoned creatures, which are automatically slain. Only enemies are affected by this spell.
Death Spell +(Necromancy) -School: Necromancy Level: 6 Range: 15 meters Duration: Instant Casting time: 6 -Area of Effect: 4,5 meters' radius -Saving Throw: TODO +Area of Effect: Enemies within a 4,5 meters radius +Saving Throw: None When a Death Spell is cast, it snuffs out the life force of creatures within the area of effect, instantly and irrevocably. Such creatures cannot be raised or resurrected, although an individual slain in this manner may be brought back to life by means of a Wish spell. Creatures with more than 8 Hit Dice are immune to this spell with the exception of summoned creatures, which are automatically slain. Only enemies are affected by this spell. @@ -17169,14 +15494,14 @@ Saving Throw: None When the spell is cast, it confers 100% invulnerability to all magic-based attacks such as Magic Missile or Abi-Dalzim's Horrid Wilting. This effect lasts for the duration of the spell or until dispelled.
Protection From Magic Energy +(Abjuration) -School: Abjuration Level: 6 Range: 3 meters -Duration: 1 turn par niveau +Duration: 1 turn/level Casting time: 6 Area of Effect: 1 creature -Saving Throw: TODO +Saving Throw: None When the spell is cast, it confers 100% invulnerability to all magic-based attacks such as Magic Missile or Abi-Dalzim's Horrid Wilting. This effect lasts for the duration of the spell or until dispelled. @@ -17184,28 +15509,7 @@ - Immune the target to magic damage -From level 13 -- Immune the target to magic damage - -From level 14 -- Immune the target to magic damage - -From level 15 -- Immune the target to magic damage - -From level 16 -- Immune the target to magic damage - -From level 17 -- Immune the target to magic damage - -From level 18 -- Immune the target to magic damage - From level 19 -- Increases the Magic Damage Resistance of the target by 100 % - -From level 20 - Increases the Magic Damage Resistance of the target by 100 %
Mislead (Illusion/Phantasm) @@ -17218,14 +15522,14 @@ Saving Throw: None When this spell is cast, the wizard is affected by an Improved Invisibility spell and is teleported a few feet away fromoriginal position. Meanwhile, an exact image of the caster is created where used to be, with exactly the same Hit Points as the caster. The image cannot perform any actions at all, such as attacking or casting spells. It can, however, move around and act as a decoy for the invisible wizard. The image will remain under control of the caster until reduced to 0 Hit Points, or until affected by a Dispel Magic or a spell that reveals illusions, such as True Sight.
Mislead +(Illusion) -School: Illusion Level: 6 Range: Contact -Duration: 1 round par niveau +Duration: 1 round/level Casting time: 1 Area of Effect: Caster -Saving Throw: TODO +Saving Throw: None When this spell is cast, the wizard is affected by an Improved Invisibility spell and is teleported a few feet away fromoriginal position. Meanwhile, an exact image of the caster is created where used to be, with exactly the same Hit Points as the caster. The image cannot perform any actions at all, such as attacking or casting spells. It can, however, move around and act as a decoy for the invisible wizard. The image will remain under control of the caster until reduced to 0 Hit Points, or until affected by a Dispel Magic or a spell that reveals illusions, such as True Sight. @@ -17244,53 +15548,30 @@ Saving Throw: None When this spell is cast upon a target creature, there will be two major effects: First, the creature's Magic Resistance, if any, will be lowered by 1% per level of the caster; second, one spell protection of 8th level or lower affecting the creature, if any, will be canceled. For example, if this spell were cast by a 15th-level wizard, the target creature would lose 15% of its Magic Resistance from its current total (reducing it to 0 if less than that remains), and one 8th- or lower level spell protection affecting the creature would be dispelled. Spells affected by Pierce Magic are Minor Spell Deflection, Minor Spell Turning, Spell Deflection, Spell Turning, Minor Globe of Invulnerability, Spell Immunity, and Globe of Invulnerability. The target's Magic Resistance, if any, does not affect this spell, nor do any of the spell protections. Magic Resistance remains lowered for 1 round per level of the caster.
Pierce Magic +(Abjuration) -School: Abjuration Level: 6 Range: 12 meters -Duration: 1 round par niveau +Duration: 1 round/level Casting time: 6 Area of Effect: 1 creature -Saving Throw: TODO +Saving Throw: None When this spell is cast upon a target creature, there will be two major effects: First, the creature's Magic Resistance, if any, will be lowered by 1% per level of the caster; second, one spell protection of 8th level or lower affecting the creature, if any, will be canceled. For example, if this spell were cast by a 15th-level wizard, the target creature would lose 15% of its Magic Resistance from its current total (reducing it to 0 if less than that remains), and one 8th- or lower level spell protection affecting the creature would be dispelled. Spells affected by Pierce Magic are Minor Spell Deflection, Minor Spell Turning, Spell Deflection, Spell Turning, Minor Globe of Invulnerability, Spell Immunity, and Globe of Invulnerability. The target's Magic Resistance, if any, does not affect this spell, nor do any of the spell protections. Magic Resistance remains lowered for 1 round per level of the caster. STATISTICS: -- Reduces the Magic Resistance of the target by 12 % -- Dispels all protection spells of level 8 or lower on the target +- Reduces the Magic Resistance of the target by 1 %/level/20 +- Dispels one protection spell of level 8 or lower on the target From level 13 -- Reduces the Magic Resistance of the target by 13 % -- Dispels all protection spells of level 8 or lower on the target - -From level 14 -- Reduces the Magic Resistance of the target by 14 % -- Dispels all protection spells of level 8 or lower on the target - -From level 15 -- Reduces the Magic Resistance of the target by 15 % -- Dispels all protection spells of level 8 or lower on the target - -From level 16 -- Reduces the Magic Resistance of the target by 16 % -- Dispels all protection spells of level 8 or lower on the target - -From level 17 -- Reduces the Magic Resistance of the target by 17 % -- Dispels all protection spells of level 8 or lower on the target +- Dispels one protection spell of level 8 or lower on the target From level 18 -- Reduces the Magic Resistance of the target by 18 % -- Dispels all protection spells of level 8 or lower on the target +- Dispels one protection spell of level 8 or lower on the target From level 19 -- Reduces the Magic Resistance of the target by 19 % -- Dispels all protection spells of level 8 or lower on the target - -From level 20 -- Reduces the Magic Resistance of the target by 20 % -- Dispels all protection spells of level 8 or lower on the target
True Sight (Divination) @@ -17302,23 +15583,22 @@ Saving Throw: None Instantly and once each round for 1 turn after this spell is cast, all hostile Illusion/Phantasm spells in a 120-ft. radius around the caster will be dispelled. The spells affected are Reflected Image, Invisibility, Mirror Image, Non-Detection, Improved Invisibility, Shadow Door, Mislead, Project Image, and Simulacrum. The target's Magic Resistance, if any, does not affect this.
True Sight +(Divination) -School: Divination Level: 6 Range: Contact -Duration: 1 round +Duration: 1 turn Casting time: 8 -Area of Effect: 35,5 meters' radius around the caster -Saving Throw: TODO +Area of Effect: Enemies within a 35,5 meters radius around of the caster +Saving Throw: None Instantly and once each round for 1 turn after this spell is cast, all hostile Illusion/Phantasm spells in a 120-ft. radius around the caster will be dispelled. The spells affected are Reflected Image, Invisibility, Mirror Image, Non-Detection, Improved Invisibility, Shadow Door, Mislead, Project Image, and Simulacrum. The target's Magic Resistance, if any, does not affect this. STATISTICS: -- Dissipe tous les sorts de l'école of the Illusion de niveau 9 ou moins sur the target -- Instantly cast True Sight on the caster -- Dispels all illusionary protection spells of level 9 or lower on the target -- Dispel the target's invisibility
Protection From Magical Weapons (Abjuration) @@ -17330,14 +15610,14 @@ Saving Throw: None When the spell is cast, it confers complete invulnerability to all magical weapons. This includes weapons that are blessed or enchanted. The attacks of powerful monsters are also considered magical weapons. This spell cannot be cast on anyone who is protected from normal weapons as well as anyone protected by Mantle, Improved Mantle, or Absolute Immunity. Due to the nature of this spell, with the short casting time and duration, it is mainly used to buy the wizard a few rounds in the thick of combat. This effect lasts for the duration of the spell or until dispelled.
Protection From Magical Weapons +(Abjuration) -School: Abjuration Level: 6 Range: Contact Duration: 4 rounds Casting time: 1 Area of Effect: Caster -Saving Throw: TODO +Saving Throw: None When the spell is cast, it confers complete invulnerability to all magical weapons. This includes weapons that are blessed or enchanted. The attacks of powerful monsters are also considered magical weapons. This spell cannot be cast on anyone who is protected from normal weapons as well as anyone protected by Mantle, Improved Mantle, or Absolute Immunity. Due to the nature of this spell, with the short casting time and duration, it is mainly used to buy the wizard a few rounds in the thick of combat. This effect lasts for the duration of the spell or until dispelled. @@ -17356,14 +15636,14 @@ Saving Throw: None In using this spell, the wizard points at an individual and utters the Power Word. For the next 7 rounds, that creature cannot make any sound. This silence completely foils any spells that require verbal components. The only ways to counter this spell are either a Dispel Magic or a Vocalize spell. There is no Saving Throw.
Power Word, Silence +(Conjuration) -School: Conjuration Level: 6 Range: 24,5 meters Duration: 7 rounds Casting time: 1 Area of Effect: 1 creature -Saving Throw: TODO +Saving Throw: None In using this spell, the wizard points at an individual and utters the Power Word. For the next 7 rounds, that creature cannot make any sound. This silence completely foils any spells that require verbal components. The only ways to counter this spell are either a Dispel Magic or a Vocalize spell. There is no Saving Throw. @@ -17381,14 +15661,14 @@ Saving Throw: None The affected creature functions at double its normal movement and attack rates and receives a +2 bonus to its initiative. Thus, a creature moving at 6 and attacking once per round would move at 12 and attack twice per round. Spellcasting and spell effects are not sped up. There are three major differences between the 3rd-level wizard spell Haste and this spell: First, there is no period of fatigue following the expiration of the spell; second, this spell will only affect one creature; third, this spell actually doubles the number of attacks per round of the hasted creature. This spell also negates the effects of a Slow spell, but it is not cumulative with itself or with other similar magic. Its effects will last for the duration or until dispelled.
Improved Haste +(Alteration) -School: Alteration Level: 6 Range: 12 meters -Duration: 3 rounds + 1 round par niveau +Duration: 3 rounds + 1 round/level Casting time: 3 Area of Effect: 1 creature -Saving Throw: TODO +Saving Throw: None The affected creature functions at double its normal movement and attack rates and receives a +2 bonus to its initiative. Thus, a creature moving at 6 and attacking once per round would move at 12 and attack twice per round. Spellcasting and spell effects are not sped up. There are three major differences between the 3rd-level wizard spell Haste and this spell: First, there is no period of fatigue following the expiration of the spell; second, this spell will only affect one creature; third, this spell actually doubles the number of attacks per round of the hasted creature. This spell also negates the effects of a Slow spell, but it is not cumulative with itself or with other similar magic. Its effects will last for the duration or until dispelled. @@ -17407,14 +15687,14 @@ Saving Throw: None The casting of a Death Fog spell creates an area of solid fog that has the additional property of being highly acidic. All animal life not immune to acid suffers 8 points of damage for each round they are exposed to the vapors of the Death Fog. Death Fog will also instantly kill all summoned creatures, regardless of their Hit Dice and immunities.
Death Fog +(Invocation) -School: Invocation Level: 6 Range: 12 meters Duration: Instant Casting time: 6 Area of Effect: 4,5 meters' radius -Saving Throw: TODO +Saving Throw: Special The casting of a Death Fog spell creates an area of solid fog that has the additional property of being highly acidic. All animal life not immune to acid suffers 8 points of damage for each round they are exposed to the vapors of the Death Fog. Death Fog will also instantly kill all summoned creatures, regardless of their Hit Dice and immunities. @@ -17432,32 +15712,20 @@ Saving Throw: 1/2 When the wizard casts Chain Lightning, arcs of electrical energy burst fromfingertips. These brilliant arcs of lightning leap at all enemies near the caster, burning them with electrical damage. The lightning causes 1d6 points of damage for every 2 levels of the caster. If the target of the lightning saves vs. Spell, only half damage is inflicted. Thus, a 12th-level wizard will cause 6d6 damage to a victim (3d6 if the victim makes Saving Throw vs. Spell).
Chain Lightning +(Invocation) -School: Invocation Level: 6 Range: 12 meters Duration: Instant Casting time: 5 -Area of Effect: 1 creature -Saving Throw: TODO +Area of Effect: 1 créature et tout ennemi dans un rayon de 4,5 meters +Saving Throw: 1/2 When the wizard casts Chain Lightning, arcs of electrical energy burst fromfingertips. These brilliant arcs of lightning leap at all enemies near the caster, burning them with electrical damage. The lightning causes 1d6 points of damage for every 2 levels of the caster. If the target of the lightning saves vs. Spell, only half damage is inflicted. Thus, a 12th-level wizard will cause 6d6 damage to a victim (3d6 if the victim makes Saving Throw vs. Spell). STATISTICS: -- Inflicts 6d6 electrical damage to the target (save vs. Spells half) - -From level 14 -- Inflicts 7d6 electrical damage to the target (save vs. Spells half) - -From level 16 -- Inflicts 8d6 electrical damage to the target (save vs. Spells half) - -From level 18 -- Inflicts 9d6 electrical damage to the target (save vs. Spells half) - -From level 20 -- Inflicts 10d6 electrical damage to the target (save vs. Spells half)
Disintegrate (Alteration) @@ -17469,14 +15737,14 @@ Saving Throw: Neg. When this spell is cast at another creature, a thin green ray is shot out. Upon contact with the ray, the creature must make a Saving Throw vs. Spell or be transformed into dust. This transformation is instantaneous and irreversible. There is also a good chance that this will destroy some if not all of the items that the creature is carrying.
Disintegrate +(Alteration) -School: Alteration Level: 6 Range: 12 meters Duration: Instant Casting time: 6 Area of Effect: 1 creature -Saving Throw: TODO +Saving Throw: Neg. When this spell is cast at another creature, a thin green ray is shot out. Upon contact with the ray, the creature must make a Saving Throw vs. Spell or be transformed into dust. This transformation is instantaneous and irreversible. There is also a good chance that this will destroy some if not all of the items that the creature is carrying. @@ -17498,14 +15766,14 @@ For example, a 12th-level wizard could place the spell Stoneskin in a contingency with the starting condition being "the wizard reaches 50% ofHit Points." Once the wizard is reduced to 50% of Hit Points or below, Stoneskin would be immediately cast upon . This requires no action by the wizard, but happens automatically and instantaneously. A limitation of this spell is that the target of the spell placed in the contingency must be the caster: Therefore, it may not be an offensive spell, nor may it target any other party members.
Contingency +(Invocation) -School: Invocation Level: 6 Range: Contact Duration: Instant Casting time: 9 Area of Effect: Caster -Saving Throw: TODO +Saving Throw: None Upon casting this spell, the wizard is allowed to choose a spell out ofrepertoire of known spells. One spell level every 3 levels of the caster is allowed—up to 6th-level spells at 18th level. Once the spell is chosen, the caster may choose a condition of some kind from the list provided. The starting condition can be anything from reaching 10% of Hit Points to an enemy being sighted. Once this starting condition is satisfied, the spell that was chosen will be cast automatically. @@ -17526,14 +15794,14 @@ Saving Throw: None This powerful abjuration spell causes any spells cast against the wizard to be absorbed and consumed. This affects a total of 10 spell levels. This includes spells cast from scrolls and innate spell-like abilities, but excludes the following: area effects that are not centered directly upon the wizard, as well as area effects that are stationary, such as Cloudkill and Stinking Cloud. As long as the spell is cast directly at the wizard it will be absorbed. Something to note is that as long as there are levels remaining, then the spell will be absorbed. For example, if there is only 1 level left and a 3rd-level spell is cast at the wizard, the spell will be absorbed while canceling the spell deflection. It is not affected by a Dispel Magic.
Spell Deflection +(Abjuration) -School: Abjuration Level: 6 Range: Contact -Duration: 3 rounds par niveau +Duration: 3 rounds/level Casting time: 6 Area of Effect: Caster -Saving Throw: TODO +Saving Throw: None This powerful abjuration spell causes any spells cast against the wizard to be absorbed and consumed. This affects a total of 10 spell levels. This includes spells cast from scrolls and innate spell-like abilities, but excludes the following: area effects that are not centered directly upon the wizard, as well as area effects that are stationary, such as Cloudkill and Stinking Cloud. As long as the spell is cast directly at the wizard it will be absorbed. Something to note is that as long as there are levels remaining, then the spell will be absorbed. For example, if there is only 1 level left and a 3rd-level spell is cast at the wizard, the spell will be absorbed while canceling the spell deflection. It is not affected by a Dispel Magic. @@ -17551,14 +15819,14 @@ Saving Throw: None When this spell is cast, the wizard opens up a magical channel that will summon a wyvern toaid. The creature will live and die at command until the spell's duration expires.
Wyvern Call +(Conjuration) -School: Conjuration Level: 6 Range: 9 meters -Duration: 1 round par niveau +Duration: 1 round/level Casting time: 9 -Area of Effect: Point dans le champ visuel du lanceur -Saving Throw: TODO +Area of Effect: Point in the visual range of the caster +Saving Throw: None When this spell is cast, the wizard opens up a magical channel that will summon a wyvern toaid. The creature will live and die at command until the spell's duration expires. @@ -17576,14 +15844,14 @@ Saving Throw: None Upon casting a Conjure Fire Elemental spell, the caster opens a special gate to the Elemental Plane of Fire, and a fire elemental is summoned in the vicinity of the caster. There is a 60% chance that a 12-Hit-Dice elemental appears, a 35% chance that a 16-Hit-Dice elemental appears, and a 5% chance that a 24-Hit-Dice elemental appears. The elemental will do the bidding of the caster until it is slain or the duration of the spell runs out. All of the commands given to the elemental are done telepathically, so there is no time lost due to miscommunication and no need to know the language of the summoned creature. However, every time this spell is cast, there is a 15% chance that the elemental will escape the instructions of the caster, go berserk, and attack the wizard who dared summoning it. If it can't reach the summoner, it will fight its way toward . This berserking elemental will also remain until slain or the spell's duration expires. The elemental is locked into a psychic contest with the caster for 3 rounds after being summoned. At the end of this time, if the caster has won, has control of the elemental; however, if has lost, the elemental goes berserk and tries to kill . This does not prevent the use of other charm-type spells after the contest was lost. If charm spells are used before the contest is over, they will have no effect on the outcome.
Conjure Fire Elemental +(Conjuration) -School: Conjuration Level: 6 Range: 13,5 meters Duration: Special Casting time: 9 -Area of Effect: Point dans le champ visuel du lanceur -Saving Throw: TODO +Area of Effect: Point in the visual range of the caster +Saving Throw: None Upon casting a Conjure Fire Elemental spell, the caster opens a special gate to the Elemental Plane of Fire, and a fire elemental is summoned in the vicinity of the caster. There is a 60% chance that a 12-Hit-Dice elemental appears, a 35% chance that a 16-Hit-Dice elemental appears, and a 5% chance that a 24-Hit-Dice elemental appears. The elemental will do the bidding of the caster until it is slain or the duration of the spell runs out. All of the commands given to the elemental are done telepathically, so there is no time lost due to miscommunication and no need to know the language of the summoned creature. However, every time this spell is cast, there is a 15% chance that the elemental will escape the instructions of the caster, go berserk, and attack the wizard who dared summoning it. If it can't reach the summoner, it will fight its way toward. This berserking elemental will also remain until slain or the spell's duration expires. The elemental is locked into a psychic contest with the caster for 3 rounds after being summoned. At the end of this time, if the caster has won, has control of the elemental; however, if has lost, the elemental goes berserk and tries to kill . This does not prevent the use of other charm-type spells after the contest was lost. If charm spells are used before the contest is over, they will have no effect on the outcome. @@ -17594,27 +15862,6 @@ - 4 % chance to summon 1 allied creatures (Elder Fire Elemental) for 11 turns - Combat mental for 3 rounds -From level 12 -- Combat mental for 3 rounds - -From level 13 -- Combat mental for 3 rounds - -From level 14 -- Combat mental for 3 rounds - -From level 15 -- Combat mental for 3 rounds - -From level 16 -- Combat mental for 3 rounds - -From level 17 -- Combat mental for 3 rounds - -From level 18 -- Combat mental for 3 rounds - From level 19 - Combat mental for 5 rounds @@ -17631,14 +15878,14 @@ Saving Throw: None Upon casting a Conjure Air Elemental spell, the caster opens a special gate to the Elemental Plane of Air, and an air elemental is summoned in the vicinity of the caster. There is a 60% chance that a 12-Hit-Dice elemental appears, a 35% chance that a 16-Hit-Dice elemental appears, and a 5% chance that a 24-Hit-Dice elemental appears. The elemental will do the bidding of the caster until it is slain or the duration of the spell runs out. All of the commands given to the elemental are done telepathically, so there is no time lost due to miscommunication and no need to know the language of the summoned creature. However, every time this spell is cast, there is a 15% chance that the elemental will escape the instructions of the caster, go berserk, and attack the wizard who dared summoning it. If it can't reach the summoner, it will fight its way toward . This berserking elemental will also remain until slain or the spell's duration expires. The elemental is locked into a psychic contest with the caster for 3 rounds after being summoned. At the end of this time, if the caster has won, has control of the elemental; however, if has lost, the elemental goes berserk and tries to kill . This does not prevent the use of other charm-type spells after the contest was lost. If charm spells are used before the contest is over, they will have no effect on the outcome.
Conjure Air Elemental +(Conjuration) -School: Conjuration Level: 6 Range: 13,5 meters Duration: Special Casting time: 9 -Area of Effect: Point dans le champ visuel du lanceur -Saving Throw: TODO +Area of Effect: Point in the visual range of the caster +Saving Throw: None Upon casting a Conjure Air Elemental spell, the caster opens a special gate to the Elemental Plane of Air, and an air elemental is summoned in the vicinity of the caster. There is a 60% chance that a 12-Hit-Dice elemental appears, a 35% chance that a 16-Hit-Dice elemental appears, and a 5% chance that a 24-Hit-Dice elemental appears. The elemental will do the bidding of the caster until it is slain or the duration of the spell runs out. All of the commands given to the elemental are done telepathically, so there is no time lost due to miscommunication and no need to know the language of the summoned creature. However, every time this spell is cast, there is a 15% chance that the elemental will escape the instructions of the caster, go berserk, and attack the wizard who dared summoning it. If it can't reach the summoner, it will fight its way toward. This berserking elemental will also remain until slain or the spell's duration expires. The elemental is locked into a psychic contest with the caster for 3 rounds after being summoned. At the end of this time, if the caster has won, has control of the elemental; however, if has lost, the elemental goes berserk and tries to kill . This does not prevent the use of other charm-type spells after the contest was lost. If charm spells are used before the contest is over, they will have no effect on the outcome. @@ -17704,14 +15951,14 @@ Saving Throw: None Upon casting a Conjure Earth Elemental spell, the caster opens a special gate to the Elemental Plane of Earth, and an earth elemental is summoned in the vicinity of the caster. There is a 60% chance that a 12-Hit-Dice elemental appears, a 35% chance that a 16-Hit-Dice elemental appears, and a 5% chance that a 24-Hit-Dice elemental appears. The elemental will do the bidding of the caster until it is slain or the duration of the spell runs out. All of the commands given to the elemental are done telepathically, so there is no time lost due to miscommunication and no need to know the language of the summoned creature. However, every time this spell is cast, there is a 15% chance that the elemental will escape the instructions of the caster, go berserk, and attack the wizard who dared summoning it. If it can't reach the summoner, it will fight its way toward . This berserking elemental will also remain until slain or the spell's duration expires. The elemental is locked into a psychic contest with the caster for 3 rounds after being summoned. At the end of this time, if the caster has won, has control of the elemental; however, if has lost, the elemental goes berserk and tries to kill . This does not prevent the use of other charm-type spells after the contest was lost. If charm spells are used before the contest is over, they will have no effect on the outcome.
Conjure Earth Elemental +(Conjuration) -School: Conjuration Level: 6 Range: 13,5 meters Duration: Special Casting time: 9 -Area of Effect: Point dans le champ visuel du lanceur -Saving Throw: TODO +Area of Effect: Point in the visual range of the caster +Saving Throw: None Upon casting a Conjure Earth Elemental spell, the caster opens a special gate to the Elemental Plane of Earth, and an earth elemental is summoned in the vicinity of the caster. There is a 60% chance that a 12-Hit-Dice elemental appears, a 35% chance that a 16-Hit-Dice elemental appears, and a 5% chance that a 24-Hit-Dice elemental appears. The elemental will do the bidding of the caster until it is slain or the duration of the spell runs out. All of the commands given to the elemental are done telepathically, so there is no time lost due to miscommunication and no need to know the language of the summoned creature. However, every time this spell is cast, there is a 15% chance that the elemental will escape the instructions of the caster, go berserk, and attack the wizard who dared summoning it. If it can't reach the summoner, it will fight its way toward. This berserking elemental will also remain until slain or the spell's duration expires. The elemental is locked into a psychic contest with the caster for 3 rounds after being summoned. At the end of this time, if the caster has won, has control of the elemental; however, if has lost, the elemental goes berserk and tries to kill . This does not prevent the use of other charm-type spells after the contest was lost. If charm spells are used before the contest is over, they will have no effect on the outcome. @@ -17777,14 +16024,14 @@ Saving Throw: None There are two parts to this spell. First, a small portal opens and summons 1d2 carrion crawlers to a point designated by the wizard. Second, the magic mutates the carrion crawlers into larger, more vicious versions of themselves. The wizard now has control over these creature(s) until they are slain or the spell's duration expires. There is a 35% chance that two carrion crawlers will be summoned instead of one.
Carrion Summons +(Conjuration) -School: Conjuration Level: 6 Range: 7,5 meters Duration: Special Casting time: 9 -Area of Effect: Point dans le champ visuel du lanceur -Saving Throw: TODO +Area of Effect: Point in the visual range of the caster +Saving Throw: None There are two parts to this spell. First, a small portal opens and summons 1d2 carrion crawlers to a point designated by the wizard. Second, the magic mutates the carrion crawlers into larger, more vicious versions of themselves. The wizard now has control over these creature(s) until they are slain or the spell's duration expires. There is a 35% chance that two carrion crawlers will be summoned instead of one. @@ -17803,14 +16050,14 @@ Saving Throw: None By casting the Summon Nishruu spell, a wizard calls into existence a magical being of considerable power: the nishruu. At first glance, this appears to be some sort of mist, but upon closer examination, this boiling, churning red mass of vapors and shapes moves with a life of its own. Drawn toward magic like a moth to the flame, the nishruu feed on the energies surrounding and used by wizards. Luckily, there is no question as to the loyalty of the creature, and it will not attack its summoner even though it would like nothing better. The nishruu have no physical attacks at all, although physical attacks can hurt them. Each time a nishruu touches a target wizard and wraps its tendrils around him, the wizard loses 1 random spell of the highest level currently memorized. The nishruu is completely immune to magic (except for Death Spell), and magic will actually heal it. The creature will remain under the wizard's control until slain or until the spell's duration expires.
Summon Nishruu +(Conjuration) -School: Conjuration Level: 6 Range: 7,5 meters Duration: Special Casting time: 9 -Area of Effect: Point dans le champ visuel du lanceur -Saving Throw: TODO +Area of Effect: Point in the visual range of the caster +Saving Throw: None By casting the Summon Nishruu spell, a wizard calls into existence a magical being of considerable power: the nishruu. At first glance, this appears to be some sort of mist, but upon closer examination, this boiling, churning red mass of vapors and shapes moves with a life of its own. Drawn toward magic like a moth to the flame, the nishruu feed on the energies surrounding and used by wizards. Luckily, there is no question as to the loyalty of the creature, and it will not attack its summoner even though it would like nothing better. The nishruu have no physical attacks at all, although physical attacks can hurt them. Each time a nishruu touches a target wizard and wraps its tendrils around him, the wizard loses 1 random spell of the highest level currently memorized. The nishruu is completely immune to magic (except for Death Spell), and magic will actually heal it. The creature will remain under the wizard's control until slain or until the spell's duration expires. @@ -17828,14 +16075,14 @@ Saving Throw: None This spell is the reverse of Flesh to Stone and will return any creature that has been turned to stone back to flesh. All possessions on the creature likewise return to normal. The effect is instantaneous and there are no Saving Throw checks required.
Stone to Flesh +(Alteration) -School: Alteration Level: 6 Range: 15 meters Duration: Instant Casting time: 6 Area of Effect: 1 creature -Saving Throw: TODO +Saving Throw: None This spell is the reverse of Flesh to Stone and will return any creature that has been turned to stone back to flesh. All possessions on the creature likewise return to normal. The effect is instantaneous and there are no Saving Throw checks required. @@ -17853,14 +16100,14 @@ Saving Throw: None This powerful Abjuration spell causes the spells cast against the wizard to rebound upon the original caster. This affects a total of 12 spell levels—including spells cast from scrolls and innate spell-like abilities—but excludes the following: area effects that are not centered directly upon the wizard, as well as area effects that are stationary, such as Cloudkill and Stinking Cloud. As long as the spell is cast directly at the wizard, it will be reflected back upon the caster as long as there are levels remaining. For example, if there is only 1 level left and a 3rd-level spell is cast at the wizard, the spell will be reflected while canceling the Spell Turning. This spell will not protect the caster from Dispel Magic, but it will not be dispelled by Dispel Magic either.
Spell Turning +(Abjuration) -School: Abjuration Level: 7 Range: Contact -Duration: 3 rounds par niveau +Duration: 3 rounds/level Casting time: 7 Area of Effect: Caster -Saving Throw: TODO +Saving Throw: None This powerful Abjuration spell causes the spells cast against the wizard to rebound upon the original caster. This affects a total of 12 spell levels—including spells cast from scrolls and innate spell-like abilities—but excludes the following: area effects that are not centered directly upon the wizard, as well as area effects that are stationary, such as Cloudkill and Stinking Cloud. As long as the spell is cast directly at the wizard, it will be reflected back upon the caster as long as there are levels remaining. For example, if there is only 1 level left and a 3rd-level spell is cast at the wizard, the spell will be reflected while canceling the Spell Turning. This spell will not protect the caster from Dispel Magic, but it will not be dispelled by Dispel Magic either. @@ -17878,14 +16125,14 @@ Saving Throw: None When the spell is cast, it confers 75% resistance to all elemental attacks—such as fire, cold, and electricity, whether magical or non magical—from spells, weapons, wands, breath weapons, etc. The effect of a Protection From The Elements spell lasts 1 round per level of the caster or until dispelled.
Protection From The Elements +(Abjuration) -School: Abjuration Level: 7 Range: 3 meters -Duration: 1 round par niveau +Duration: 1 round/level Casting time: 7 Area of Effect: 1 creature -Saving Throw: TODO +Saving Throw: None When the spell is cast, it confers 75% resistance to all elemental attacks—such as fire, cold, and electricity, whether magical or non magical—from spells, weapons, wands, breath weapons, etc. The effect of a Protection From The Elements spell lasts 1 round per level of the caster or until dispelled. @@ -17907,14 +16154,14 @@ Saving Throw: None When this spell is cast, an illusionary copy of the caster steps out ofbody. This copy has the same Hit Points and can cast the same spells, as the original caster; however, it may not make any physical attacks. As long as the image is in existence, the original caster is rooted to the ground and only projected image may move around; if the image is destroyed, the spell ends and the original caster can move again. Also, if during this time the caster takes any damage, the image will disappear and the caster can move around again. Otherwise, the image will remain for the duration of the spell, or until affected by a Dispel Magic or anything that reveals illusions, such as True Sight.
Project Image +(Illusion) -School: Illusion Level: 7 Range: Contact Duration: Special Casting time: 1 Area of Effect: Caster -Saving Throw: TODO +Saving Throw: None When this spell is cast, an illusionary copy of the caster steps out ofbody. This copy has the same Hit Points and can cast the same spells, as the original caster; however, it may not make any physical attacks. As long as the image is in existence, the original caster is rooted to the ground and only projected image may move around; if the image is destroyed, the spell ends and the original caster can move again. Also, if during this time the caster takes any damage, the image will disappear and the caster can move around again. Otherwise, the image will remain for the duration of the spell, or until affected by a Dispel Magic or anything that reveals illusions, such as True Sight. @@ -17933,20 +16180,20 @@ Saving Throw: None When this spell is cast, it dispels one spell protection of any level affecting the target creature. The spells affected by Ruby Ray Of Reversal are Minor Spell Turning, Minor Globe of Invulnerability, Spell Immunity, Globe Of Invulnerability, Minor Spell Deflection, Spell Turning, Spell Shield, Spell Deflection, and Spell Trap. This will always remove the highest-level spell protection affecting the target; if more than one same-level protection is active on the target simultaneously, one of them will be randomly chosen and dispelled. The target's Magic Resistance, if any, does not affect this spell.
Ruby Ray Of Reversal +(Alteration) -School: Alteration Level: 7 Range: 12 meters Duration: Instant Casting time: 5 Area of Effect: 1 creature -Saving Throw: TODO +Saving Throw: None When this spell is cast, it dispels one spell protection of any level affecting the target creature. The spells affected by Ruby Ray Of Reversal are Minor Spell Turning, Minor Globe of Invulnerability, Spell Immunity, Globe Of Invulnerability, Minor Spell Deflection, Spell Turning, Spell Shield, Spell Deflection, and Spell Trap. This will always remove the highest-level spell protection affecting the target; if more than one same-level protection is active on the target simultaneously, one of them will be randomly chosen and dispelled. The target's Magic Resistance, if any, does not affect this spell. STATISTICS: -- Dispels all protection spells of level 9 or lower on the target
Khelben's Warding Whip (Abjuration) @@ -17958,20 +16205,22 @@ Saving Throw: None When this spell is cast, it dispels one spell protection of up to 8th level affecting the target creature. Every round thereafter till the duration of the spell expires, another spell protection will be removed from the target. The spells affected by Khelben's Warding Whip are Minor Spell Turning, Minor Globe of Invulnerability, Spell Immunity, Globe Of Invulnerability, Minor Spell Deflection, Spell Turning, Spell Deflection, and Spell Shield. This will always remove the highest-level spell protection affecting the target; if more than one same-level protection is active on the target simultaneously, one of them will be randomly chosen and dispelled. The target's Magic Resistance, if any, does not affect this spell.
Khelben's Warding Whip +(Abjuration) -School: Abjuration Level: 7 Range: 6 meters -Duration: 7 seconds +Duration: 13 seconds Casting time: 7 Area of Effect: 1 creature -Saving Throw: TODO +Saving Throw: None When this spell is cast, it dispels one spell protection of up to 8th level affecting the target creature. Every round thereafter till the duration of the spell expires, another spell protection will be removed from the target. The spells affected by Khelben's Warding Whip are Minor Spell Turning, Minor Globe of Invulnerability, Spell Immunity, Globe Of Invulnerability, Minor Spell Deflection, Spell Turning, Spell Deflection, and Spell Shield. This will always remove the highest-level spell protection affecting the target; if more than one same-level protection is active on the target simultaneously, one of them will be randomly chosen and dispelled. The target's Magic Resistance, if any, does not affect this spell. STATISTICS: -- Dispels all protection spells of level 8 or lower on the target
Cacofiend (Conjuration/Summoning) @@ -17983,14 +16232,14 @@ Saving Throw: None When this spell is cast, it teleports in a powerful fiend that will go on a rampage and attack everything in sight. Anyone under the effects of a Protection From Evil spell or scroll will not be targeted by the fiend. This is a dangerous spell to invoke, best saved for desperate times.
Cacofiend +(Conjuration) -School: Conjuration Level: 7 Range: 10,5 meters Duration: 15 rounds Casting time: 9 -Area of Effect: Point dans le champ visuel du lanceur -Saving Throw: TODO +Area of Effect: Point in the visual range of the caster +Saving Throw: None When this spell is cast, it teleports in a powerful fiend that will go on a rampage and attack everything in sight. Anyone under the effects of a Protection From Evil spell or scroll will not be targeted by the fiend. This is a dangerous spell to invoke, best saved for desperate times. @@ -18008,14 +16257,14 @@ Saving Throw: None When the spell is cast, it confers complete invulnerability to all weapons of +2 or lower enchantment. This spell is incredibly powerful, yet has a very short duration and this, combined with its very short casting time, makes Mantle useful only in the thick of intense combat. This spell will not work in conjunction with Protection From Magical Weapons. This effect lasts for the duration of the spell or until dispelled.
Mantle +(Abjuration) -School: Abjuration Level: 7 Range: Contact Duration: 4 rounds Casting time: 1 Area of Effect: Caster -Saving Throw: TODO +Saving Throw: None When the spell is cast, it confers complete invulnerability to all weapons of +2 or lower enchantment. This spell is incredibly powerful, yet has a very short duration and this, combined with its very short casting time, makes Mantle useful only in the thick of intense combat. This spell will not work in conjunction with Protection From Magical Weapons. This effect lasts for the duration of the spell or until dispelled. @@ -18037,14 +16286,14 @@ This spell allows a wizard to store three spells and activate them all at the same time fromSpecial Ability button. All spells must be of 4th level or lower. To create a sequencer, a Mage must memorize not only Spell Sequencer but also the spells intends to store in it (a Sorcerer can store spells of any level for which still has spell slots). After casting Spell Sequencer, the player will be prompted to choose the sequenced spells from those has memorized. A sequencer lasts until activated and, once used, releases its spells immediately (no casting time). The Special Ability icon also disappears until the next time a sequencer is formed. A wizard can possess only one Spell Sequencer at a time, and it may not be given to other characters.
Spell Sequencer +(Invocation) -School: Invocation Level: 7 Range: Contact Duration: Instant Casting time: 9 Area of Effect: Caster -Saving Throw: TODO +Saving Throw: None This spell allows a wizard to store three spells and activate them all at the same time fromSpecial Ability button. All spells must be of 4th level or lower. To create a sequencer, a Mage must memorize not only Spell Sequencer but also the spells intends to store in it (a Sorcerer can store spells of any level for which still has spell slots). After casting Spell Sequencer, the player will be prompted to choose the sequenced spells from those has memorized. @@ -18070,7 +16319,7 @@ Duration: Instant Casting time: 1 Area of Effect: 1 creature -Saving Throw: TODO +Saving Throw: None This spell allows a wizard to store three spells and activate them all at the same time from Special Ability button. All spells must be of 4th level or lower. To create a sequencer, a Mage must memorize not only Spell Sequencer but also the spells intends to store in it (a Sorcerer can store spells of any level for which still has spell slots). After casting Spell Sequencer, the player will be prompted to choose the sequenced spells from those has memorized. @@ -18095,8 +16344,8 @@ Range: 7,5 meters Duration: Instant Casting time: 1 -Area of Effect: Point dans le champ visuel du lanceur -Saving Throw: TODO +Area of Effect: Point in the visual range of the caster +Saving Throw: None This spell allows a wizard to store three spells and activate them all at the same time from Special Ability button. All spells must be of 4th level or lower. To create a sequencer, a Mage must memorize not only Spell Sequencer but also the spells intends to store in it (a Sorcerer can store spells of any level for which still has spell slots). After casting Spell Sequencer, the player will be prompted to choose the sequenced spells from those has memorized. @@ -18124,14 +16373,14 @@ – target is randomly teleported – target is rendered unconscious – target is hasted
Sphere of Chaos +(Alteration) -School: Alteration Level: 7 Range: 12 meters Duration: 9 seconds Casting time: 7 -Area of Effect: 4,5 meters' radius -Saving Throw: TODO +Area of Effect: Enemies within a 4,5 meters radius +Saving Throw: Special All enemies within the area of effect must make a Saving Throw vs. Spell every round that they remain in the sphere. If the Saving Throw is failed, one of the following random effects occurs: – target is polymorphed into a squirrel @@ -18168,14 +16417,14 @@ Saving Throw: 1/2 This spell creates a fireball that hovers at a point determined by the caster. The fireball will stay in position until someone walks too close to it; at that point, it will explode, dealing 15d6 points of damage. Victims are allowed a Save vs. Spell for half damage.
Delayed Blast Fireball +(Invocation) -School: Invocation Level: 7 Range: 12 meters Duration: Instant Casting time: 7 Area of Effect: 3,5 meters' radius -Saving Throw: TODO +Saving Throw: 1/2 This spell creates a fireball that hovers at a point determined by the caster. The fireball will stay in position until someone walks too close to it; at that point, it will explode, dealing 15d6 points of damage. Victims are allowed a Save vs. Spell for half damage. @@ -18193,14 +16442,14 @@ Saving Throw: Neg. The Finger of Death spell snuffs out the victim's life force. The caster pointsfinger at the victim after the incantation is complete, effectively ripping the life out of its body unless a Save vs. Spell is made with a -2 penalty. A creature that successfully saves still receives 2d8+1 points of damage.
Finger of Death +(Necromancy) -School: Necromancy Level: 7 Range: 12 meters Duration: Instant Casting time: 5 Area of Effect: 1 creature -Saving Throw: TODO +Saving Throw: Special The Finger of Death spell snuffs out the victim's life force. The caster pointsfinger at the victim after the incantation is complete, effectively ripping the life out of its body unless a Save vs. Spell is made with a -2 penalty. A creature that successfully saves still receives 2d8+1 points of damage. @@ -18227,14 +16476,14 @@ Blue — Save vs. Petrification or be turned to stone. Indigo — Save vs. Wand or be feebleminded. Violet — Save vs. Spell or be disintegrated.
Prismatic Spray +(Conjuration) -School: Conjuration Level: 7 Range: 4,5 meters Duration: 5 rounds Casting time: 7 -Area of Effect: 4 meters' radius -Saving Throw: TODO +Area of Effect: Enemies within a 4 meters cone on a 90° arc +Saving Throw: Special When casting this spell, the wizard causes seven shimmering multicolored rays of light to flash fromhand, portraying all colors of the visible spectrum. Any creature with fewer than 8 Hit Dice struck by a ray is blinded for 5 rounds, regardless of any other effect. All creatures caught within the area of effect will be touched by 1 or 2 of the rays, each of which has a different power and purpose: @@ -18253,11 +16502,11 @@ - 15 % chance to inflict 40 magic damage to the target (save vs. Spells half) - 15 % chance to inflict 80 magic damage to the target (save vs. Spells half) - 15 % chance - - to inflict 20 poison damage to the target (Inefficace contre les undead, the golems and the creatures immune to poisons) - - to inflict 100 % of maximum hit points to the target (save vs. Death neg.) (Inefficace contre les undead, the golems and the creatures immune to poisons) + - to inflict 20 poison damage to the target (Ineffective against undead, the golems and the creatures immune to poisons) + - to inflict 100 % of maximum hit points to the target (save vs. Death neg.) (Ineffective against undead, the golems and the creatures immune to poisons) - 3 % chance - - to inflict 20 poison damage to the target (Inefficace contre les undead, the golems and the creatures immune to poisons) - - to inflict 100 % of maximum hit points to the target (save vs. Death neg.) (Inefficace contre les undead, the golems and the creatures immune to poisons) + - to inflict 20 poison damage to the target (Ineffective against undead, the golems and the creatures immune to poisons) + - to inflict 100 % of maximum hit points to the target (save vs. Death neg.) (Ineffective against undead, the golems and the creatures immune to poisons) - to transmute the target into stone (save vs. Petrification/Polymorph neg.) - 11 % chance to transmute the target into stone (save vs. Petrification/Polymorph neg.) - 14 % chance to inflict Feeblemindedness on the target (save vs. Wands neg.) @@ -18278,14 +16527,14 @@ 60 to 89 Hit Points: Stunned for 1d4 rounds; 90 or more Hit Points: unaffected. Note that if a creature is weakened so that its Hit Points are below its usual maximum, the current number of Hit Points is used to determine this spell's effects.
Power Word, Stun +(Conjuration) -School: Conjuration Level: 7 Range: 24,5 meters Duration: Instant Casting time: 1 Area of Effect: 1 creature -Saving Throw: TODO +Saving Throw: None When a Power Word, Stun spell is uttered, any creature of the Mage's choice within visual range is stunned for the duration depending on its current Hit Points: 1 to 29 Hit Points: Stunned for 4d4 rounds; @@ -18296,7 +16545,7 @@ STATISTICS: -- Étourdit the target lorsque ses points de vie sont inférieurs à 90, la durée varie selon les points de vie restant (Inefficace contre les créatures dont les points de vie sont supérieurs ou égaux à 90)
Mordenkainen's Sword (Evocation) @@ -18308,14 +16557,14 @@ Saving Throw: None Upon casting this spell, the wizard brings into being a shimmering, sword-like plane of force that leaps into the wizard's hands. The sword acts as a +4 weapon in all respects and deals 5d4 points of damage upon hitting a target. Once the spell is cast, the sword will float in the air completely under the caster's control. This does not prevent the caster from doing any other actions during the spell's duration.
Mordenkainen's Sword +(Invocation) -School: Invocation Level: 7 Range: Contact -Duration: 1 round par niveau +Duration: 1 round/level Casting time: 7 Area of Effect: Caster -Saving Throw: TODO +Saving Throw: None Upon casting this spell, the wizard brings into being a shimmering, sword-like plane of force that leaps into the wizard's hands. The sword acts as a +4 weapon in all respects and deals 5d4 points of damage upon hitting a target. Once the spell is cast, the sword will float in the air completely under the caster's control. This does not prevent the caster from doing any other actions during the spell's duration. @@ -18333,14 +16582,14 @@ Saving Throw: None With this spell, the wizard can cajole an efreeti—a massive genie with powerful abilities—to leave the Elemental Plane of Fire and enter the Prime Material. The efreeti will serve the caster for the duration of the spell, attackingenemies.
Summon Efreeti +(Conjuration) -School: Conjuration Level: 7 Range: 7,5 meters Duration: Special Casting time: 9 -Area of Effect: Point dans le champ visuel du lanceur -Saving Throw: TODO +Area of Effect: Point in the visual range of the caster +Saving Throw: None With this spell, the wizard can cajole an efreeti—a massive genie with powerful abilities—to leave the Elemental Plane of Fire and enter the Prime Material. The efreeti will serve the caster for the duration of the spell, attackingenemies. @@ -18358,14 +16607,14 @@ Saving Throw: None With this spell, the wizard can cajole a djinni—a massive genie with powerful abilities—to leave the Elemental Plane of Air and enter the Prime Material. The djinni will serve the caster for the duration of the spell, attacking enemies.
Summon Djinni +(Conjuration) -School: Conjuration Level: 7 Range: 7,5 meters -Duration: 1 round par niveau +Duration: 1 round/level Casting time: 9 -Area of Effect: Point dans le champ visuel du lanceur -Saving Throw: TODO +Area of Effect: Point in the visual range of the caster +Saving Throw: None With this spell, the wizard can cajole a djinni—a massive genie with powerful abilities—to leave the Elemental Plane of Air and enter the Prime Material. The djinni will serve the caster for the duration of the spell, attackingenemies. @@ -18385,14 +16634,14 @@ This spell is similar to the 6th-level wizard spell Summon Nishruu. The hakeashar, in fact, is a more powerful version of the nishruu, with more Hit Points, better attacks, and immunity to normal weapons. By casting the Summon Hakeashar spell, the wizard calls into existence a magical being of considerable power: the hakeashar. At first glance, this appears to be some sort of mist, but upon closer examination, this boiling, churning gray mass of vapors and shapes moves with a life of its own. Drawn toward magic like a moth to the flame, the hakeashar feeds on the energies surrounding and used by wizards. Luckily, there is no question as to the loyalty of the creature and it will not attack its summoner even though it would like nothing better. The hakeashar has no physical attacks at all, although physical attacks can hurt them. Each time a hakeashar touches a target wizard and wraps its tendrils around him, two things happen: First, all magical items with charges in the possession of the target will be drained by 1 charge, destroying them if only 1 charge was left; second, it causes the wizard to lose 1 random spell of the highest level currently memorized. The hakeashar is completely immune to magic, and magic will actually heal it. The creature will remain under the wizard's control until slain or the spell's duration expires.
Summon Hakeashar +(Conjuration) -School: Conjuration Level: 7 Range: 7,5 meters -Duration: 8 rounds + 1 round par niveau +Duration: 8 rounds + 1 round/level Casting time: 9 -Area of Effect: Point dans le champ visuel du lanceur -Saving Throw: TODO +Area of Effect: Point in the visual range of the caster +Saving Throw: None This spell is similar to the 6th-level wizard spell Summon Nishruu. The hakeashar, in fact, is a more powerful version of the nishruu, with more Hit Points, better attacks, and immunity to normal weapons. @@ -18412,21 +16661,21 @@ Saving Throw: Special The Control Undead spell allows the caster to take control of undead creatures within the area of effect. This creates a telepathic link between the caster and the undead, allowing complete control. If the undead have 3 Hit Dice or less, then there is no Saving Throw allowed; however, if they have 4 Hit Dice or more, a Save vs. Spell is allowed to negate the effect. The undead remain under the control of the caster for the duration of the spell or until they are affected by a Dispel Magic.
Control Undead +(Necromancy) -School: Necromancy Level: 7 Range: 12 meters -Duration: Special +Duration: 6 rounds + 1 round/level Casting time: 7 -Area of Effect: 1 creature -Saving Throw: TODO +Area of Effect: 1 créature et tout ennemi dans un rayon de 1 meter +Saving Throw: Special The Control Undead spell allows the caster to take control of undead creatures within the area of effect. This creates a telepathic link between the caster and the undead, allowing complete control. If the undead have 3 Hit Dice or less, then there is no Saving Throw allowed; however, if they have 4 Hit Dice or more, a Save vs. Spell is allowed to negate the effect. The undead remain under the control of the caster for the duration of the spell or until they are affected by a Dispel Magic. STATISTICS: -- Charm the target (of level 3 or lower) for 2 turns -- Charm the target (of level 4 or higher) for 2 turns (save vs. Spells neg.)
Mass Invisibility (Illusion/Phantasm) @@ -18438,14 +16687,14 @@ Saving Throw: None Upon casting this spell, the wizard causes all friendly creatures within the area of effect to be affected by the spell Improved Invisibility. This spell is similar to the Invisibility spell, but the recipient is able to attack, either by missile discharge, melee combat, or spellcasting, and remain unseen. Note, however, that there are sometimes telltale traces, a shimmering, so that an observant opponent can attack the invisible spell recipient. These traces are only noticeable when specifically looked for (after the invisible character has madepresence known). Attacks against the invisible character suffer -4 penalties to the attack rolls, and the invisible character's Saving Throws are made with a +4 bonus.
Mass Invisibility +(Illusion) -School: Illusion Level: 7 Range: 10,5 meters -Duration: 1 round par niveau +Duration: 1 round/level Casting time: 7 -Area of Effect: 4,5 meters' radius -Saving Throw: TODO +Area of Effect: Allies within a 4,5 meters radius +Saving Throw: None Upon casting this spell, the wizard causes all friendly creatures within the area of effect to be affected by the spell Improved Invisibility. This spell is similar to the Invisibility spell, but the recipient is able to attack, either by missile discharge, melee combat, or spellcasting, and remain unseen. Note, however, that there are sometimes telltale traces, a shimmering, so that an observant opponent can attack the invisible spell recipient. These traces are only noticeable when specifically looked for (after the invisible character has madepresence known). Attacks against the invisible character suffer -4 penalties to the attack rolls, and the invisible character's Saving Throws are made with a +4 bonus. @@ -18471,7 +16720,7 @@ Duration: Instant Casting time: 9 Area of Effect: Caster -Saving Throw: TODO +Saving Throw: None The Limited Wish is a very potent but difficult spell. It will fulfill literally, but only partially or for a limited duration, the utterance of the spellcaster. Thus, the actuality of the past, present, or future might be altered (but possibly only for the wizard unless the wording of the spell is most carefully stated) in some limited manner. The use of a Limited Wish will not substantially change major realities. The spell can, for example, restore some Hit Points lost by the wizard. Greedy desires usually end in disaster for the wisher. Lastly, the wiser the wizard, the better chance that will choose the right wording. Wizards with low Wisdom will more often than not meet with disaster when asking for a wish. @@ -18489,14 +16738,14 @@ Saving Throw: None Improved Chaos Shield increases a Wild Mage's chance to gain a favorable result when a Wild Surge occurs. Every time a roll is made on the Wild Surge chart, an extra 25 is added to the dice roll. When Nahal's Reckless Dweomer is cast, the bonus from Improved Chaos Shield stacks with the Wild Mage's level bonus. It does not stack with Chaos Shield.
Improved Chaos Shield +(Abjuration) -School: Abjuration Level: 7 Range: Contact Duration: 2 hours Casting time: 7 Area of Effect: Caster -Saving Throw: TODO +Saving Throw: None Improved Chaos Shield increases a Wild Mage's chance to gain a favorable result when a Wild Surge occurs. Every time a roll is made on the Wild Surge chart, an extra 25 is added to the dice roll. When Nahal's Reckless Dweomer is cast, the bonus from Improved Chaos Shield stacks with the Wild Mage's level bonus. It does not stack with Chaos Shield. @@ -18515,14 +16764,14 @@ Saving Throw: None This powerful abjuration spell causes any spells cast against the wizard to be absorbed and consumed. This affects a total of 10 spell levels. This includes spells cast from scrolls and innate spell-like abilities, but excludes the following: area effects that are not centered directly upon the wizard, as well as area effects that are stationary, such as Cloudkill and Stinking Cloud. As long as the spell is cast directly at the wizard it will be absorbed. Something to note is that as long as there are levels remaining, then the spell will be absorbed. For example, if there is only 1 level left and a 3rd-level spell is cast at the wizard, the spell will be absorbed while canceling the spell deflection. It is not affected by a Dispel Magic.
Spell Deflection +(Abjuration) -School: Abjuration Level: 8 Range: Contact Duration: 48 rounds Casting time: 6 Area of Effect: Caster -Saving Throw: TODO +Saving Throw: None This powerful abjuration spell causes any spells cast against the wizard to be absorbed and consumed. This affects a total of 10 spell levels. This includes spells cast from scrolls and innate spell-like abilities, but excludes the following: area effects that are not centered directly upon the wizard, as well as area effects that are stationary, such as Cloudkill and Stinking Cloud. As long as the spell is cast directly at the wizard it will be absorbed. Something to note is that as long as there are levels remaining, then the spell will be absorbed. For example, if there is only 1 level left and a 3rd-level spell is cast at the wizard, the spell will be absorbed while canceling the spell deflection. It is not affected by a Dispel Magic. @@ -18540,14 +16789,14 @@ Saving Throw: None When the spell is cast, it confers 75% immunity against all energy attacks—such as fire, cold, acid, magic, and electricity, whether from magical or non-magical sources—such as spells, weapons, wands, breath weapons, etc. This excludes any physical attacks and spell-created weapons, such as Enchanted Weapon and Spiritual Hammer. In other words, any physical damage, such as piercing, crushing, or slashing will get through. This effect lasts for the duration of the spell or until dispelled.
Protection From Energy +(Abjuration) -School: Abjuration Level: 8 Range: 3 meters -Duration: 1 round par niveau +Duration: 1 round/level Casting time: 8 Area of Effect: 1 creature -Saving Throw: TODO +Saving Throw: None When the spell is cast, it confers 75% immunity against all energy attacks—such as fire, cold, acid, magic, and electricity, whether from magical or non-magical sources—such as spells, weapons, wands, breath weapons, etc. This excludes any physical attacks and spell-created weapons, such as Enchanted Weapon and Spiritual Hammer. In other words, any physical damage, such as piercing, crushing, or slashing will get through. This effect lasts for the duration of the spell or until dispelled. @@ -18568,14 +16817,14 @@ Saving Throw: None A duplicate of the caster is created with this spell. The duplicate is almost identical to the caster, making it a very powerful ally. It is created at 60% of the caster's level and has all the spells and abilities that the caster would have at that level. It also has 60% of the caster's Hit Points and is fully undercontrol.
Simulacrum +(Illusion) -School: Illusion Level: 8 Range: Contact -Duration: 1 round par niveau +Duration: 1 round/level Casting time: 9 Area of Effect: Caster -Saving Throw: TODO +Saving Throw: None A duplicate of the caster is created with this spell. The duplicate is almost identical to the caster, making it a very powerful ally. It is created at 60% of the caster's level and has all the spells and abilities that the caster would have at that level. It also has 60% of the caster's Hit Points and is fully undercontrol. @@ -18594,33 +16843,21 @@ Saving Throw: None When this spell is cast, it launches a massive attack on an enemy wizard's spell defenses. The target's Magic Resistance will be lowered by 10% + 1% per level of the caster. Next, Pierce Shield will cancel one spell protection of any level. For example, if this spell was cast by a 15th-level wizard, the target creature would lose 25% Magic Resistance from its current total, reducing it to 0 if less than that remains, as well as canceling one spell protection if the Mage currently has one. The list of spells that this includes: Minor Spell Deflection, Minor Spell Turning, Spell Deflection, Minor Globe of Invulnerability, Spell Immunity, Globe Of Invulnerability, Spell Turning, Spell Shield, and Spell Trap. Magic Resistance does not affect this spell, nor do any of the spell protections. The resistance remains lowered for 1 round per level of the caster. It cannot be dispelled.
Pierce Shield +(Abjuration) -School: Abjuration Level: 8 Range: 12 meters -Duration: 1 round par niveau +Duration: 1 round/level Casting time: 8 Area of Effect: 1 creature -Saving Throw: TODO +Saving Throw: None When this spell is cast, it launches a massive attack on an enemy wizard's spell defenses. The target's Magic Resistance will be lowered by 10% + 1% per level of the caster. Next, Pierce Shield will cancel one spell protection of any level. For example, if this spell was cast by a 15th-level wizard, the target creature would lose 25% Magic Resistance from its current total, reducing it to 0 if less than that remains, as well as canceling one spell protection if the Mage currently has one. The list of spells that this includes: Minor Spell Deflection, Minor Spell Turning, Spell Deflection, Minor Globe of Invulnerability, Spell Immunity, Globe Of Invulnerability, Spell Turning, Spell Shield, and Spell Trap. Magic Resistance does not affect this spell, nor do any of the spell protections. The resistance remains lowered for 1 round per level of the caster. It cannot be dispelled. STATISTICS: -- Dispels all protection spells of level 9 or lower on the target -- Reduces the Magic Resistance of the target by 26 % - -From level 17 -- Reduces the Magic Resistance of the target by 27 % - -From level 18 -- Reduces the Magic Resistance of the target by 28 % - -From level 19 -- Reduces the Magic Resistance of the target by 29 % - -From level 20 -- Reduces the Magic Resistance of the target by 30 %
Summon Fiend (Conjuration/Summoning) @@ -18632,14 +16869,14 @@ Saving Throw: None More powerful than the 7th-level variant, casting this Cacofiend spell summons a frenzied demon or devil. This fiend will attack everyone in the area who is not protected by a Protection From Evil spell. Only desperate or suicidal wizards use this spell.
Summon Fiend +(Conjuration) -School: Conjuration Level: 8 Range: 10,5 meters Duration: 15 rounds Casting time: 9 -Area of Effect: Point dans le champ visuel du lanceur -Saving Throw: TODO +Area of Effect: Point in the visual range of the caster +Saving Throw: None More powerful than the 7th-level variant, casting this Cacofiend spell summons a frenzied demon or devil. This fiend will attack everyone in the area who is not protected by a Protection From Evil spell. Only desperate or suicidal wizards use this spell. @@ -18657,14 +16894,14 @@ Saving Throw: None When the spell is cast, it confers complete invulnerability to all weapons of +3 or lower enchantment. This spell is incredibly powerful, yet has a very short duration, and this, combined with its very short casting time, makes Improved Mantle useful only in the thick of intense combat. This spell will not work in conjunction with Protection From Magical Weapons. This effect lasts for the duration of the spell or until dispelled.
Improved Mantle +(Abjuration) -School: Abjuration Level: 8 Range: Contact Duration: 4 rounds Casting time: 1 Area of Effect: Caster -Saving Throw: TODO +Saving Throw: None When the spell is cast, it confers complete invulnerability to all weapons of +3 or lower enchantment. This spell is incredibly powerful, yet has a very short duration, and this, combined with its very short casting time, makes Improved Mantle useful only in the thick of intense combat. This spell will not work in conjunction with Protection From Magical Weapons. This effect lasts for the duration of the spell or until dispelled. @@ -18684,14 +16921,14 @@ Saving Throw: None This spell allows a wizard to store spells in a magical ability (accessed via the Special Ability button) that is created by the spell. This item, the trigger, can store three spells to be released simultaneously, all of which must be of 6th level or lower. A wizard can only possess one spell trigger at a time, and the trigger may not be given to other characters. Once the spell trigger is used, the icon will disappear from the Special Ability button.
Spell Trigger +(Invocation) -School: Invocation Level: 8 Range: Contact Duration: Instant Casting time: 9 Area of Effect: Caster -Saving Throw: TODO +Saving Throw: None This spell allows a wizard to store spells in a magical ability (accessed via the Special Ability button) that is created by the spell. This item, the trigger, can store three spells to be released simultaneously, all of which must be of 6th level or lower. A wizard can only possess one spell trigger at a time, and the trigger may not be given to other characters. Once the spell trigger is used, the icon will disappear from the Special Ability button. @@ -18713,7 +16950,7 @@ Duration: Instant Casting time: 1 Area of Effect: 1 creature -Saving Throw: TODO +Saving Throw: None This spell allows a wizard to store spells in a magical ability (accessed via the Special Ability button) that is created by the spell. This item, the trigger, can store three spells to be released simultaneously, all of which must be of 6th level or lower. A wizard can only possess one spell trigger at a time, and the trigger may not be given to other characters. Once the spell trigger is used, the icon will disappear from the Special Ability button. @@ -18734,8 +16971,8 @@ Range: 7,5 meters Duration: Instant Casting time: 1 -Area of Effect: Point dans le champ visuel du lanceur -Saving Throw: TODO +Area of Effect: Point in the visual range of the caster +Saving Throw: None This spell allows a wizard to store spells in a magical ability (accessed via the Special Ability button) that is created by the spell. This item, the trigger, can store three spells to be released simultaneously, all of which must be of 6th level or lower. A wizard can only possess one spell trigger at a time, and the trigger may not be given to other characters. Once the spell trigger is used, the icon will disappear from the Special Ability button. @@ -18752,32 +16989,20 @@ Saving Throw: 1/2 This spell creates a billowing cloud of roaring flame. Any in the area of the spell must leave the cloud immediately or suffer 1-4 points of fire damage per level of the caster each round while in the area of effect, with a Save vs. Spell for half.
Incendiary Cloud +(Invocation) -School: Invocation Level: 8 Range: 12 meters Duration: Instant Casting time: 8 Area of Effect: 4,5 meters' radius -Saving Throw: TODO - -This spell creates a billowing cloud of roaring flame. Any in the area of the spell must leave the cloud immediately or suffer 1-4 points of fire damage per level of the caster each round while in the area of effect, with a Save vs. Spell for half. - -STATISTICS: - -- Inflicts 16d4 fire damage to the target (save vs. Spells half) - -From level 17 -- Inflicts 17d4 fire damage to the target (save vs. Spells half) +Saving Throw: 1/2 -From level 18 -- Inflicts 18d4 fire damage to the target (save vs. Spells half) +This spell creates a billowing cloud of roaring flame. Any in the area of the spell must leave the cloud immediately or suffer 1-4 points of fire damage per level of the caster each round while in the area of effect, with a Save vs. Spell for half. -From level 19 -- Inflicts 19d4 fire damage to the target (save vs. Spells half) +STATISTICS: -From level 20 -- Inflicts 20d4 fire damage to the target (save vs. Spells half)
Symbol, Fear (Conjuration/Summoning) @@ -18789,14 +17014,14 @@ Saving Throw: Neg. Symbol, Fear is a powerful enchantment that allows the wizard to inscribe a symbol on the ground or any other surface. The symbol will remain there until someone comes too close, at which point it will explode, causing all those within the area to make a Save vs. Spell at a -4 penalty or be affected by fear for 2 rounds + 1 round for every 3 levels of the caster.
Symbol, Fear +(Conjuration) -School: Conjuration Level: 8 Range: 21,5 meters -Duration: 2 rounds + 1 round par tranche de 3 niveaux +Duration: 2 rounds + 1 round/3 levels Casting time: 9 Area of Effect: 3,5 meters' radius -Saving Throw: TODO +Saving Throw: Neg. Symbol, Fear is a powerful enchantment that allows the wizard to inscribe a symbol on the ground or any other surface. The symbol will remain there until someone comes too close, at which point it will explode, causing all those within the area to make a Save vs. Spell at a -4 penalty or be affected by fear for 2 rounds + 1 round for every 3 levels of the caster. @@ -18814,32 +17039,20 @@ Saving Throw: 1/2 This spell evaporates moisture from the bodies of every living creature within the area of effect, inflicting 1d8 damage per level of the caster. Affected creatures are allowed a Saving Throw vs. Spell for half damage. This spell is especially devastating to water elementals and plant creatures, who receive a penalty of -2 to their Saving Throws. This spell will not harm party members.
Abi-Dalzim's Horrid Wilting +(Necromancy) -School: Necromancy Level: 8 Range: 12 meters Duration: Instant Casting time: 8 -Area of Effect: 4,5 meters' radius -Saving Throw: TODO +Area of Effect: Enemies within a 4,5 meters radius +Saving Throw: 1/2 This spell evaporates moisture from the bodies of every living creature within the area of effect, inflicting 1d8 damage per level of the caster. Affected creatures are allowed a Saving Throw vs. Spell for half damage. This spell is especially devastating to water elementals and plant creatures, who receive a penalty of -2 to their Saving Throws. This spell will not harm party members. STATISTICS: -- Inflicts 16d8 magic damage to the target (save vs. Spells half) - -From level 17 -- Inflicts 17d8 magic damage to the target (save vs. Spells half) - -From level 18 -- Inflicts 18d8 magic damage to the target (save vs. Spells half) - -From level 19 -- Inflicts 19d8 magic damage to the target (save vs. Spells half) - -From level 20 -- Inflicts 20d8 magic damage to the target (save vs. Spells half)
Maze (Conjuration/Summoning) @@ -18862,14 +17075,14 @@ 18 and up — 1d4 rounds Note that if the 9th-level spell Freedom is cast in the area where a creature is mazed, it will effectively bringback to this plane, ending the spell prematurely. Note that a mazed creature is not freed through Dispel Magic.
Maze +(Conjuration) -School: Conjuration Level: 8 Range: 9 meters Duration: 4 seconds Casting time: 3 Area of Effect: 1 creature -Saving Throw: TODO +Saving Throw: None An extradimensional space is brought into being upon utterance of a maze spell. The subject vanishes into the shifting labyrinth of force planes for a period of time that is totally dependent upon its Intelligence. @@ -18886,7 +17099,7 @@ STATISTICS: -- Enferme the target dans un labyrinthe, la durée varie selon l'Intelligence
Power Word, Blind (Conjuration/Summoning) @@ -18898,14 +17111,14 @@ Saving Throw: None When a Power Word, Blind spell is cast, one or more creatures within the area of effect become sightless. The spellcaster selects one creature as the target center, and the effect spreads outward from the center, affecting all within a 5-ft. radius. This lasts for 6 rounds or until dispelled. All of the effects of blindness apply to the victims, such as a penalty to hit and to AC. The visibility range of the afflicted character is also decreased.
Power Word, Blind +(Conjuration) -School: Conjuration Level: 8 Range: 24,5 meters Duration: 6 rounds Casting time: 1 -Area of Effect: 1 creature -Saving Throw: TODO +Area of Effect: Enemies within a 6 meters radius around of the target +Saving Throw: None When a Power Word, Blind spell is cast, one or more creatures within the area of effect become sightless. The spellcaster selects one creature as the target center, and the effect spreads outward from the center, affecting all within a 5-ft. radius. This lasts for 6 rounds or until dispelled. All of the effects of blindness apply to the victims, such as a penalty to hit and to AC. The visibility range of the afflicted character is also decreased. @@ -18923,14 +17136,14 @@ Saving Throw: Neg. Symbol, Stun is a powerful enchantment that allows the wizard to inscribe a symbol on the ground or any other surface. The symbol will remain there until someone comes too close, at which point it will explode, causing all those within the area to make a Save vs. Spell at a -4 penalty or be stunned for 2 rounds + 1 round for every 3 levels of the caster.
Symbol, Stun +(Conjuration) -School: Conjuration Level: 8 Range: 21,5 meters -Duration: 2 rounds + 1 round par tranche de 3 niveaux +Duration: 2 rounds + 1 round/3 levels Casting time: 9 Area of Effect: 3,5 meters' radius -Saving Throw: TODO +Saving Throw: Neg. Symbol, Stun is a powerful enchantment that allows the wizard to inscribe a symbol on the ground or any other surface. The symbol will remain there until someone comes too close, at which point it will explode, causing all those within the area to make a Save vs. Spell at a -4 penalty or be stunned for 2 rounds + 1 round for every 3 levels of the caster. @@ -18948,20 +17161,20 @@ Saving Throw: Neg. Symbol, Death is a powerful enchantment that allows the wizard to inscribe a symbol on the ground or any other surface. The symbol will remain there until someone comes too close, at which point it will explode, causing all those within the area to make a Save vs. Death or die. Creatures with more than 60 current Hit Points are immune to this effect.
Symbol, Death +(Conjuration) -School: Conjuration Level: 8 Range: 21,5 meters -Duration: 16 rounds +Duration: Instant Casting time: 9 Area of Effect: 3,5 meters' radius -Saving Throw: TODO +Saving Throw: Special Symbol, Death is a powerful enchantment that allows the wizard to inscribe a symbol on the ground or any other surface. The symbol will remain there until someone comes too close, at which point it will explode, causing all those within the area to make a Save vs. Death or die. Creatures with more than 60 current Hit Points are immune to this effect. STATISTICS: -- Instantly slays the target si ses points de vie sont inférieurs à 60 (save vs. Death neg.) (Inefficace contre les créatures dont les points de vie sont supérieurs ou égaux à 60)
Bigby's Clenched Fist (Evocation) @@ -18973,32 +17186,32 @@ Saving Throw: Special This spell causes a giant disembodied hand to squeeze and constrict the target once per round for up to 4 rounds. It initially smashes the target for 3d6 damage with no save, and the target is held. In the second round, the target can save vs. Paralysis at -2 to escape. If they fail to save, the hand does 4d6 damage. The following round, the target can save vs. Paralysis with no penalty. If they make the save, they are free to move, if they fail, the spell does 6d6 damage and holds them for 2 rounds. After the 4th round, the spell is finished. Magic Resistance will stop the spell.
Bigby's Clenched Fist +(Invocation) -School: Invocation Level: 8 Range: 10,5 meters -Duration: 2 seconds +Duration: Special Casting time: 8 Area of Effect: 1 creature -Saving Throw: TODO +Saving Throw: Special This spell causes a giant disembodied hand to squeeze and constrict the target once per round for up to 4 rounds. It initially smashes the target for 3d6 damage with no save, and the target is held. In the second round, the target can save vs. Paralysis at -2 to escape. If they fail to save, the hand does 4d6 damage. The following round, the target can save vs. Paralysis with no penalty. If they make the save, they are free to move, if they fail, the spell does 6d6 damage and holds them for 2 rounds. After the 4th round, the spell is finished. Magic Resistance will stop the spell. STATISTICS: -- Immobilise the target -- Knock down the target -- Dispels and protects from effects of the spell Bigby's Clenched Fist on the target (not cumulative) -- When the wearer dies; - - Dispels and protects from effects of the spell Bigby's Clenched Fist on the wearer - - Dispels and protects from effects of the spell Bigby's Crushing Hand on the wearer (not cumulative) (not cumulative) +- Immobilise the target for 2 seconds +- Knock down the target for 2 seconds +- Dispels and protects from effects of the spell Bigby's Clenched Fist on the target permanently after 7 seconds (not cumulative) - Dissipe les effets protégeant contre un effet spécifique of the target (not cumulative) -- Renders the target unconscious (not cumulative) -- Inflicts 6d6 crushing damage to the target (not cumulative) -- Inflicts 4d6 crushing damage to the target (not cumulative) (save vs. Death at -2 neg.) -- Inflicts 3d6 crushing damage to the target +- Renders the target unconscious for 4 rounds (not cumulative) +- Inflicts 6d6 crushing damage to the target after 2 rounds (not cumulative) +- Inflicts 4d6 crushing damage to the target after 1 round (not cumulative) +- When the wearer dies; + - Dispels and protects from effects of the spell Bigby's Clenched Fist on the wearer permanently + - Dispels and protects from effects of the spell Bigby's Crushing Hand on the wearer permanently permanently, persists after death (not cumulative) after 1 second (save vs. Death at -2 neg.) +- Inflicts 3d6 crushing damage to the target after 1 second - Immune the target to Bigby's Clenched Fist spell (save vs. Death at -2 neg.) -- Renders the target unconscious
Otiluke's Resilient Sphere (Alteration) @@ -19010,14 +17223,14 @@ Saving Throw: Neg. When this spell is cast, the result is a globe of shimmering force that encloses the subject creature if it fails to Save vs. Spell. The resilient sphere will contain its subject for the duration of the spell. The sphere is completely immune to all damage; in fact, the only method of removing the sphere is a successful Dispel Magic. Hence, the creature caught inside the globe is completely safe from all attacks, but at the same time completely unable to affect the outside world.
Otiluke's Resilient Sphere +(Alteration) -School: Alteration Level: 4 Range: 12 meters Duration: 7 rounds Casting time: 4 Area of Effect: 1 creature -Saving Throw: TODO +Saving Throw: None When this spell is cast, the result is a globe of shimmering force that encloses the subject creature if it fails to Save vs. Spell. The resilient sphere will contain its subject for the duration of the spell. The sphere is completely immune to all damage; in fact, the only method of removing the sphere is a successful Dispel Magic. Hence, the creature caught inside the globe is completely safe from all attacks, but at the same time completely unable to affect the outside world. @@ -19048,10 +17261,10 @@ Level: 3 Range: 18 meters -Duration: 1 hour +Duration: Instant Casting time: 3 Area of Effect: 1 creature -Saving Throw: TODO +Saving Throw: None This spell enables the caster to hurl fiery bolts at opponents within range. Each bolt inflicts 1d6 points of piercing damage plus 4d6 points of fire damage. Only half of the fire damage is inflicted if the creature struck saves vs. Spell. The caster receives one bolt every 5 levels beyond the 5th (2 bolts at 10th level, 3 at 15th level, etc.). All of the bolts will streak toward the target of the spell. @@ -19069,20 +17282,20 @@ Saving Throw: Neg. Symbol, Death is a powerful enchantment that allows the wizard to inscribe a symbol on the ground or any other surface. The symbol will remain there until someone comes too close, at which point it will explode, causing all those within the area to make a Save vs. Death or die. Creatures with more than 60 current Hit Points are immune to this effect.
Symbol, Death +(Conjuration) -School: Conjuration Level: 8 Range: 9 meters -Duration: 16 rounds +Duration: Instant Casting time: 9 -Area of Effect: 3,5 meters' radius -Saving Throw: TODO +Area of Effect: Enemies within a 3,5 meters radius +Saving Throw: Special Symbol, Death is a powerful enchantment that allows the wizard to inscribe a symbol on the ground or any other surface. The symbol will remain there until someone comes too close, at which point it will explode, causing all those within the area to make a Save vs. Death or die. Creatures with more than 60 current Hit Points are immune to this effect. STATISTICS: -- Instantly slays the target si ses points de vie sont inférieurs à 60 (save vs. Death neg.) (Inefficace contre les créatures dont les points de vie sont supérieurs ou égaux à 60)
Symbol, Stun (Conjuration/Summoning) @@ -19094,14 +17307,14 @@ Saving Throw: Neg. Symbol, Stun is a powerful enchantment that allows the wizard to inscribe a symbol on the ground or any other surface. The symbol will remain there until someone comes too close, at which point it will explode, causing all those within the area to make a Save vs. Spell at a -4 penalty or be stunned for 2 rounds + 1 round for every 3 levels of the caster.
Symbol, Stun +(Conjuration) -School: Conjuration Level: 8 Range: 9 meters -Duration: 1 round par niveau +Duration: 1 round/level Casting time: 9 -Area of Effect: 3,5 meters' radius -Saving Throw: TODO +Area of Effect: Enemies within a 3,5 meters radius +Saving Throw: Neg. Symbol, Stun is a powerful enchantment that allows the wizard to inscribe a symbol on the ground or any other surface. The symbol will remain there until someone comes too close, at which point it will explode, causing all those within the area to make a Save vs. Spell at a -4 penalty or be stunned for 2 rounds + 1 round for every 3 levels of the caster. @@ -19119,14 +17332,14 @@ Saving Throw: Neg. Symbol, Fear is a powerful enchantment that allows the wizard to inscribe a symbol on the ground or any other surface. The symbol will remain there until someone comes too close, at which point it will explode, causing all those within the area to make a Save vs. Spell at a -4 penalty or be affected by fear for 2 rounds + 1 round for every 3 levels of the caster.
Symbol, Fear +(Conjuration) -School: Conjuration Level: 8 Range: 9 meters -Duration: 1 round par niveau +Duration: 1 round/level Casting time: 9 -Area of Effect: 3,5 meters' radius -Saving Throw: TODO +Area of Effect: Enemies within a 3,5 meters radius +Saving Throw: Neg. Symbol, Fear is a powerful enchantment that allows the wizard to inscribe a symbol on the ground or any other surface. The symbol will remain there until someone comes too close, at which point it will explode, causing all those within the area to make a Save vs. Spell at a -4 penalty or be affected by fear for 2 rounds + 1 round for every 3 levels of the caster. @@ -19146,14 +17359,14 @@ This powerful spell creates a barrier of magical protection around the spellcaster. Every spell that hits the barrier is absorbed by the power of the spell trap—making the caster recall a previously cast spell. For example, if a wizard shieldsself with Spell Trap and is then hit by a Flame Arrow (3rd-level spell), gets three spell levels back— will regain one spell up to 3rd level in power. The spell trap provides 30 levels of protection (i.e., ten Flame Arrows or five Fingers of Death). The spell trap can absorb any level of spell, from one to nine.
Spell Trap +(Abjuration) -School: Abjuration Level: 9 Range: Contact Duration: 18 rounds Casting time: 9 Area of Effect: Caster -Saving Throw: TODO +Saving Throw: None This powerful spell creates a barrier of magical protection around the spellcaster. Every spell that hits the barrier is absorbed by the power of the spell trap—making the caster recall a previously cast spell. For example, if a wizard shieldsself with Spell Trap and is then hit by a Flame Arrow (3rd-level spell), gets three spell levels back— will regain one spell up to 3rd level in power. @@ -19161,7 +17374,7 @@ STATISTICS: -- Absorbe jusqu'à 30 niveaux de sorts de niveau %spellLevel% ou moins
Spellstrike (Abjuration) @@ -19173,20 +17386,20 @@ Saving Throw: None When this spell is cast at a target creature, it will dispel all of the magical protections that surround that creature. This includes Minor Spell Turning, Minor Globe of Invulnerability, Spell Immunity, Globe Of Invulnerability, Minor Spell Deflection, Spell Turning, Spell Shield, Spell Deflection, and Spell Trap. The target's Magic Resistance, if any, does not affect this spell.
Spellstrike +(Abjuration) -School: Abjuration Level: 9 Range: 24,5 meters Duration: Instant Casting time: 5 Area of Effect: 1 creature -Saving Throw: TODO +Saving Throw: None When this spell is cast at a target creature, it will dispel all of the magical protections that surround that creature. This includes Minor Spell Turning, Minor Globe of Invulnerability, Spell Immunity, Globe Of Invulnerability, Minor Spell Deflection, Spell Turning, Spell Shield, Spell Deflection, and Spell Trap. The target's Magic Resistance, if any, does not affect this spell. STATISTICS: -- Dispels all protection spells of level 9 or lower on the target
Gate (Conjuration/Summoning) @@ -19198,14 +17411,14 @@ Saving Throw: None By means of this spell, the caster calls an outer planar creature—the pit fiend—to attackfoes as well as self, if 's not careful. The caster must use a Protection From Evil spell on self (and comrades) to keep the devil from noticing . If the caster fails to protect self in this manner, the pit fiend will tear the caster and companions apart piece by piece, then feast on the remains.
Gate +(Conjuration) -School: Conjuration Level: 9 Range: 9 meters Duration: 33 rounds Casting time: 9 -Area of Effect: Point dans le champ visuel du lanceur -Saving Throw: TODO +Area of Effect: Point in the visual range of the caster +Saving Throw: None By means of this spell, the caster calls an outer planar creature—the pit fiend—to attackfoes as well as self, if 's not careful. The caster must use a Protection From Evil spell on self (and comrades) to keep the devil from noticing . If the caster fails to protect self in this manner, the pit fiend will tear the caster and companions apart piece by piece, then feast on the remains. @@ -19223,14 +17436,14 @@ Saving Throw: None When the spell is cast, it confers complete invulnerability to all weapons except for those of greater than +5 enchantment. This spell is incredibly powerful, hence the short duration. However, the casting time is also very short, making this spell incredibly useful in the thick of combat, where buying a few seconds can mean the difference between life or death. It is important to note that this spell does not work in combination with Protection From Magical Weapons. This spell lasts for the duration or until dispelled.
Absolute Immunity +(Abjuration) -School: Abjuration Level: 9 Range: Contact Duration: 4 rounds Casting time: 1 Area of Effect: Caster -Saving Throw: TODO +Saving Throw: None When the spell is cast, it confers complete invulnerability to all weapons except for those of greater than +5 enchantment. This spell is incredibly powerful, hence the short duration. However, the casting time is also very short, making this spell incredibly useful in the thick of combat, where buying a few seconds can mean the difference between life or death. It is important to note that this spell does not work in combination with Protection From Magical Weapons. This spell lasts for the duration or until dispelled. @@ -19250,14 +17463,14 @@ Saving Throw: None Chain Contingency channels some of the magical energy of the wizard and releases it only under certain circumstances. The wizard chooses three spells that will be released under certain conditions, such as being hit by an enemy. When this condition occurs, all three spells are cast immediately. Spells of 8th level or lower may be used in the contingency.
Chain Contingency +(Invocation) -School: Invocation Level: 9 Range: Contact Duration: Instant Casting time: 9 Area of Effect: Caster -Saving Throw: TODO +Saving Throw: None Chain Contingency channels some of the magical energy of the wizard and releases it only under certain circumstances. The wizard chooses three spells that will be released under certain conditions, such as being hit by an enemy. When this condition occurs, all three spells are cast immediately. Spells of 8th level or lower may be used in the contingency. @@ -19274,21 +17487,21 @@ Saving Throw: None Upon casting a Time Stop spell, the wizard causes the flow of time to stop for 1 round in the area of effect. Inside the sphere, the caster is free to act for 3 rounds of apparent time. The wizard can move and act freely within the area where time is stopped, but all other creatures are frozen in their actions, for they are literally between ticks of the clock. The spell's duration is subjective to the caster. Nothing can enter the area of effect without being stopped in time also. When the spell's duration ceases, the wizard is again operating in normal time. Note that all spells cast during the Time Stop will take effect immediately after time returns to normal.
Time Stop +(Alteration) -School: Alteration Level: 9 Range: Contact -Duration: 6 rounds +Duration: Special Casting time: 9 Area of Effect: Caster -Saving Throw: TODO +Saving Throw: None Upon casting a Time Stop spell, the wizard causes the flow of time to stop for 1 round in the area of effect. Inside the sphere, the caster is free to act for 3 rounds of apparent time. The wizard can move and act freely within the area where time is stopped, but all other creatures are frozen in their actions, for they are literally between ticks of the clock. The spell's duration is subjective to the caster. Nothing can enter the area of effect without being stopped in time also. When the spell's duration ceases, the wizard is again operating in normal time. Note that all spells cast during the Time Stop will take effect immediately after time returns to normal. STATISTICS: -- Arrêt du temps -- Prevents the party's members to use the talks
Imprisonment (Abjuration) @@ -19300,20 +17513,20 @@ Saving Throw: None When the Imprisonment spell is cast and the victim is touched, the recipient is entombed in a state of suspended animation in a small sphere far beneath the surface of the earth. The victim remains there unless a reverse of the spell—Freedom—is cast. Otherwise, the victim will remain there as long as the earth exists; rather a horrible fate, actually. If a Freedom spell is cast in the area where the creature was imprisoned, thenwill reappear exactly where was last standing. Dispel Magic will not free creatures trapped in this manner. There is no Saving Throw.
Imprisonment +(Abjuration) -School: Abjuration Level: 9 Range: 3 meters Duration: 2 seconds Casting time: 9 Area of Effect: 1 creature -Saving Throw: TODO +Saving Throw: None When the Imprisonment spell is cast and the victim is touched, the recipient is entombed in a state of suspended animation in a small sphere far beneath the surface of the earth. The victim remains there unless a reverse of the spell—Freedom—is cast. Otherwise, the victim will remain there as long as the earth exists; rather a horrible fate, actually. If a Freedom spell is cast in the area where the creature was imprisoned, thenwill reappear exactly where was last standing. Dispel Magic will not free creatures trapped in this manner. There is no Saving Throw. STATISTICS: -- Emprisonne the target
Meteor Swarm (Evocation) @@ -19325,14 +17538,14 @@ Saving Throw: None When the caster utters the words to this powerful spell,calls upon powerful forces indeed. These forces pull down meteors from above, hurling them randomly at anyone in the area of effect. Anyone caught in the destructive path of the meteors—whether friend or foe—will suffer 4d10 points of damage with no Saving Throw. The caster is well advised to be careful in use of this spell.
Meteor Swarm +(Invocation) -School: Invocation Level: 9 Range: 15 meters Duration: Instant Casting time: 9 Area of Effect: 4,5 meters' radius -Saving Throw: TODO +Saving Throw: Neg. When the caster utters the words to this powerful spell,calls upon powerful forces indeed. These forces pull down meteors from above, hurling them randomly at anyone in the area of effect. Anyone caught in the destructive path of the meteors—whether friend or foe—will suffer 4d10 points of damage with no Saving Throw. The caster is well advised to be careful in use of this spell. @@ -19350,20 +17563,20 @@ Saving Throw: None When a Power Word, Kill spell is uttered, one creature within the spell range is slain. The creature must have 60 or fewer current Hit Points, otherwise the spell has no effect. There is no Saving Throw.
Power Word, Kill +(Conjuration) -School: Conjuration Level: 9 Range: 24,5 meters Duration: Instant Casting time: 1 Area of Effect: 1 creature -Saving Throw: TODO +Saving Throw: None When a Power Word, Kill spell is uttered, one creature within the spell range is slain. The creature must have 60 or fewer current Hit Points, otherwise the spell has no effect. There is no Saving Throw. STATISTICS: -- Instantly slays the target si ses points de vie sont inférieurs à 60 (Inefficace contre les créatures dont les points de vie sont supérieurs ou égaux à 60)
Wail of the Banshee (Necromancy) @@ -19375,14 +17588,14 @@ Saving Throw: Neg. At the culmination of this dreadful spell, the wizard screams like a banshee (groaning spirit). Everyone in the area of effect hears the awful cry. Those who fail a Saving Throw vs. Death die instantly. The caster and companions are immune to the effects of the wail.
Wail of the Banshee +(Necromancy) -School: Necromancy Level: 9 Range: Contact -Duration: 2 seconds +Duration: Instant Casting time: 9 -Area of Effect: 4,5 meters' radius around the caster -Saving Throw: TODO +Area of Effect: Enemies within a 4,5 meters radius around of the caster +Saving Throw: 1/2 At the culmination of this dreadful spell, the wizard screams like a banshee (groaning spirit). Everyone in the area of effect hears the awful cry. Those who fail a Saving Throw vs. Death die instantly. The caster and companions are immune to the effects of the wail. @@ -19400,14 +17613,14 @@ Saving Throw: None The casting of this spell opens a channel between the caster's plane and the Negative Energy Plane. The caster of the spell acts as a conduit between the two planes, sucking life from a victim and transferring it to the Negative Energy Plane, drainingof 2 levels of experience. The target of this spell loses levels, Hit Dice, Hit Points, and abilities permanently. These levels can only be restored by a priest's Restoration spell.
Energy Drain +(Necromancy) -School: Necromancy Level: 9 Range: 3 meters Duration: Instant Casting time: 3 Area of Effect: 1 creature -Saving Throw: TODO +Saving Throw: None The casting of this spell opens a channel between the caster's plane and the Negative Energy Plane. The caster of the spell acts as a conduit between the two planes, sucking life from a victim and transferring it to the Negative Energy Plane, drainingof 2 levels of experience. The target of this spell loses levels, Hit Dice, Hit Points, and abilities permanently. These levels can only be restored by a priest's Restoration spell. @@ -19425,20 +17638,20 @@ Saving Throw: None This spell enables the caster to create a black, blade-shaped planar rift about three feet long. It jumps into the caster's hand and is used as a normal sword, remaining there for the duration of the spell. The caster is considered to be proficient to the point of Grand Mastery in this weapon. The sword acts as a +5 weapon and deals 2-24 damage to its victims. Also, every time it hits a target, the victim must make a Save vs. Death at +4 or be disintegrated. There is also a 10% chance with every hit that the sword drains 4 levels from the target and heals the wielder 20 Hit Points.
Black Blade of Disaster +(Invocation) -School: Invocation Level: 9 Range: Contact Duration: 18 rounds Casting time: 4 Area of Effect: Caster -Saving Throw: TODO +Saving Throw: None This spell enables the caster to create a black, blade-shaped planar rift about three feet long. It jumps into the caster's hand and is used as a normal sword, remaining there for the duration of the spell. The caster is considered to be proficient to the point of Grand Mastery in this weapon. The sword acts as a +5 weapon and deals 2-24 damage to its victims. Also, every time it hits a target, the victim must make a Save vs. Death at +4 or be disintegrated. There is also a 10% chance with every hit that the sword drains 4 levels from the target and heals the wielder 20 Hit Points. STATISTICS: -- Create a magical weapon (Black Blade of Disaster)
Shapechange (Alteration) @@ -19450,21 +17663,21 @@ Saving Throw: None With this spell, a wizard is able to assume the form of a powerful creature (mind flayer, iron golem, greater wolfwere, earth elemental, fire elemental, or giant troll). The spellcaster becomes the creaturewishes and has almost all of its abilities. Thus, can change into a mind flayer to stun opponents and then become an earth elemental to crush foes. These creatures have whatever Hit Points the wizard had at the time of the shapechange. Each alteration in form requires only a second, and no system shock is incurred.
Shapechange +(Alteration) -School: Alteration Level: 9 Range: Contact Duration: 1 hour Casting time: 9 Area of Effect: Caster -Saving Throw: TODO +Saving Throw: None With this spell, a wizard is able to assume the form of a powerful creature (mind flayer, iron golem, greater wolfwere, earth elemental, fire elemental, or giant troll). The spellcaster becomes the creaturewishes and has almost all of its abilities. Thus, can change into a mind flayer to stun opponents and then become an earth elemental to crush foes. These creatures have whatever Hit Points the wizard had at the time of the shapechange. Each alteration in form requires only a second, and no system shock is incurred. STATISTICS: -- Casts Shapeshift: Natural Form on the caster (as a level 20 spellcaster) -- Instantly cast Shapeshift: Natural Form on the caster +- Casts Shapeshift: Natural Form on the caster (as a level 20 spellcaster) after 1 hour +- Instantly cast Shapeshift: Natural Form on the caster after 1 hour - Immunity to Polymorph Self and Shapechange spells
Freedom (Abjuration) @@ -19479,14 +17692,14 @@ NOTE: Cast this spell in an area where you know someone is imprisoned, and they will be released. This is the reverse of the spell Imprisonment. When a creature is imprisoned,is trapped in a sphere far beneath the surface of the earth. If this spell is cast in the area where was imprisoned, it will instantly free and will reappear exactly where was standing when was imprisoned. This spell will also cancel the effects of the spell Maze and return any characters trapped in the labyrinth of planes.
Freedom +(Abjuration) -School: Abjuration Level: 9 Range: Contact Duration: Instant Casting time: 9 Area of Effect: Caster -Saving Throw: TODO +Saving Throw: None NOTE: Cast this spell in an area where you know someone is imprisoned, and they will be released. @@ -19506,32 +17719,32 @@ Saving Throw: Special This spell creates a huge disembodied fist that crushes the target and pins them to the ground. In the first round, the spell does 2d10 damage. The victim can save at -4 vs. Paralyzation to avoid being pinned. If they fail, the hand does 3d10 damage the next round. The victim can again save vs. Paralyzation at -2. If they fail to save, the hand does a final 4d10 damage and disappears.
Bigby's Crushing Hand +(Invocation) -School: Invocation Level: 9 Range: 10,5 meters -Duration: 2 seconds +Duration: Special Casting time: 9 Area of Effect: 1 creature -Saving Throw: TODO +Saving Throw: Special This spell creates a huge disembodied fist that crushes the target and pins them to the ground. In the first round, the spell does 2d10 damage. The victim can save at -4 vs. Paralyzation to avoid being pinned. If they fail, the hand does 3d10 damage the next round. The victim can again save vs. Paralyzation at -2. If they fail to save, the hand does a final 4d10 damage and disappears. STATISTICS: -- Immobilise the target -- Knock down the target -- Dispels and protects from effects of the spell Bigby's Crushing Hand on the target (not cumulative) -- When the wearer dies; - - Dispels and protects from effects of the spell Bigby's Clenched Fist on the wearer - - Dispels and protects from effects of the spell Bigby's Crushing Hand on the wearer (not cumulative) (not cumulative) +- Immobilise the target for 2 seconds +- Knock down the target for 2 seconds +- Dispels and protects from effects of the spell Bigby's Crushing Hand on the target permanently after 7 seconds (not cumulative) - Dissipe les effets protégeant contre un effet spécifique of the target (not cumulative) -- Renders the target unconscious (not cumulative) -- Inflicts 4d10 crushing damage to the target (not cumulative) -- Inflicts 3d10 crushing damage to the target (not cumulative) (save vs. Death at -4 neg.) -- Inflicts 2d10 crushing damage to the target +- Renders the target unconscious for 2 rounds (not cumulative) +- Inflicts 4d10 crushing damage to the target after 2 rounds (not cumulative) +- Inflicts 3d10 crushing damage to the target after 1 round (not cumulative) +- When the wearer dies; + - Dispels and protects from effects of the spell Bigby's Clenched Fist on the wearer permanently + - Dispels and protects from effects of the spell Bigby's Crushing Hand on the wearer permanently permanently, persists after death (not cumulative) after 1 second (save vs. Death at -4 neg.) +- Inflicts 2d10 crushing damage to the target after 1 second - Immune the target to Bigby's Crushing Hand spell (save vs. Death at -4 neg.) -- Renders the target unconscious
Wish (Any School) @@ -19549,7 +17762,7 @@ Duration: 1 turn Casting time: 5 Area of Effect: Caster -Saving Throw: TODO +Saving Throw: None Wish is a more potent version of the Limited Wish spell. It will fulfill literally the utterance of the spellcaster. Thus, the actuality of the past, present, or future might be altered (but possibly only for the wizard unless the wording of the spell is most carefully stated) in some limited manner. Greedy desires usually end in disaster for the wisher. Lastly, the wiser the wizard, the better chance thatwill choose the right wording. Wizards with low Wisdom will more often than not meet with disaster when asking for a wish. @@ -19567,77 +17780,20 @@ Saving Throw: None An energy blade is a discus made of pure energy. The disc gives +10 to THAC0, and when thrown does 1d4+5 missile damage as well as 1d10 additional electrical damage. This spell creates 1 energy disc per level of the caster and sets the caster's attacks to 9 as long as the discs are held.
Energy Blades +(Conjuration) -School: Conjuration Level: 9 Range: Contact Duration: 4 turns Casting time: 3 Area of Effect: Caster -Saving Throw: TODO +Saving Throw: None An energy blade is a discus made of pure energy. The disc gives +10 to THAC0, and when thrown does 1d4+5 missile damage as well as 1d10 additional electrical damage. This spell creates 1 energy disc per level of the caster and sets the caster's attacks to 9 as long as the discs are held. STATISTICS: -- Create a magical weapon (Energy Blade) - -From level 2 -- Create 2 magical weapons (Energy Blade) - -From level 3 -- Create 3 magical weapons (Energy Blade) - -From level 4 -- Create 4 magical weapons (Energy Blade) - -From level 5 -- Create 5 magical weapons (Energy Blade) - -From level 6 -- Create 6 magical weapons (Energy Blade) - -From level 7 -- Create 7 magical weapons (Energy Blade) - -From level 8 -- Create 8 magical weapons (Energy Blade) - -From level 9 -- Create 9 magical weapons (Energy Blade) - -From level 10 -- Create 10 magical weapons (Energy Blade) - -From level 11 -- Create 11 magical weapons (Energy Blade) - -From level 12 -- Create 12 magical weapons (Energy Blade) - -From level 13 -- Create 13 magical weapons (Energy Blade) - -From level 14 -- Create 14 magical weapons (Energy Blade) - -From level 15 -- Create 15 magical weapons (Energy Blade) - -From level 16 -- Create 16 magical weapons (Energy Blade) - -From level 17 -- Create 17 magical weapons (Energy Blade) - -From level 18 -- Create 18 magical weapons (Energy Blade) - -From level 19 -- Create 19 magical weapons (Energy Blade) - -From level 20 -- Create 20 magical weapons (Energy Blade)
Dimension Door (Alteration) @@ -19649,20 +17805,20 @@ Saving Throw: None This spell transports the caster to any place within the visual range of the caster. When the spell is cast, a dimensional portal opens up in front of the caster, who immediately steps through it. Upon passing through the portal, the caster findsself at chosen destination.
Dimension Door +(Alteration) -School: Alteration Level: 4 Range: 61 meters -Duration: 1 second +Duration: Instant Casting time: 0 -Area of Effect: Point dans le champ visuel du lanceur -Saving Throw: TODO +Area of Effect: Point in the visual range of the caster +Saving Throw: None This spell transports the caster to any place within the visual range of the caster. When the spell is cast, a dimensional portal opens up in front of the caster, who immediately steps through it. Upon passing through the portal, the caster findsself at chosen destination. STATISTICS: -- Téléporte the caster
Charm Person (Enchantment/Charm) @@ -19678,14 +17834,14 @@ If the spell's recipient fails his Saving Throw (with a +3 modifier), he regards the caster as a trusted friend and ally to be heeded and protected. The caster may give him orders, and the charmed individual will carry them out as quickly as possible. If the caster harms—or attempts to harm—the charmed person by some overt action, or if a Dispel Magic spell is cast upon the charmed person, the Charm spell is broken. If two or more Charms simultaneously affect a creature, the most recent Charm takes precedence. Note that the subject has full memory of the events that took place while he was charmed. Also note that you cannot have a charmed creature leave the area where he is charmed.
Charm Person +(Enchantment) -School: Enchantment Level: 0 Range: 15 meters -Duration: 1 second +Duration: 2 turns Casting time: 1 Area of Effect: 1 creature -Saving Throw: TODO +Saving Throw: Special This spell affects any single person it is cast upon. The term person includes any bipedal human, demihuman, or humanoid of man-size or smaller, such as brownies, dryads, dwarves, elves, gnolls, gnomes, goblins, half-elves, halflings, half-orcs, hobgoblins, humans, kobolds, lizard men, nixies, orcs, pixies, sprites, troglodytes, and others. Thus, a 10th-level fighter could be charmed, but an ogre could not. The person is allowed a Saving Throw vs. Spell to negate the effect. @@ -19695,7 +17851,7 @@ STATISTICS: -- Universal charm on the target (save vs. Spells neg.) (Inefficace contre les half elves and the elves)
Charm Person (Enchantment/Charm) @@ -19711,14 +17867,14 @@ If the spell's recipient fails his Saving Throw (with a +3 modifier), he regards the caster as a trusted friend and ally to be heeded and protected. The caster may give him orders, and the charmed individual will carry them out as quickly as possible. If the caster harms—or attempts to harm—the charmed person by some overt action, or if a Dispel Magic spell is cast upon the charmed person, the Charm spell is broken. If two or more Charms simultaneously affect a creature, the most recent Charm takes precedence. Note that the subject has full memory of the events that took place while he was charmed. Also note that you cannot have a charmed creature leave the area where he is charmed.
Charm Person +(Enchantment) -School: Enchantment Level: 0 Range: 15 meters -Duration: 1 second +Duration: 2 turns Casting time: 1 Area of Effect: 1 creature -Saving Throw: TODO +Saving Throw: Special This spell affects any single person it is cast upon. The term person includes any bipedal human, demihuman, or humanoid of man-size or smaller, such as brownies, dryads, dwarves, elves, gnolls, gnomes, goblins, half-elves, halflings, half-orcs, hobgoblins, humans, kobolds, lizard men, nixies, orcs, pixies, sprites, troglodytes, and others. Thus, a 10th-level fighter could be charmed, but an ogre could not. The person is allowed a Saving Throw vs. Spell to negate the effect. @@ -19728,22 +17884,22 @@ STATISTICS: -- Universal charm on the target (save vs. Spells at -4 neg.) (Inefficace contre les half elves and the elves)
Protected from Magical Energy
Dire Charm +(Enchantment) -School: Enchantment Level: 3 Range: 10,5 meters Duration: 2 turns Casting time: 1 Area of Effect: 1 creature -Saving Throw: TODO +Saving Throw: Special Protected from Magical Energy STATISTICS: -- Charm the humanoids (save vs. Spells neg.) (Effectif contre les humanoids. Inefficace contre les half elves and the elves)
Symbol, Fear (Conjuration/Summoning) @@ -19755,13 +17911,13 @@ Saving Throw: Neg. Symbol, Fear is a powerful enchantment that allows the wizard to inscribe a symbol on the ground or any other surface. The symbol will remain there until someone comes too close, at which point it will explode, causing all those within the area to make a Save vs. Spell at a -4 penalty or be affected by fear for 2 rounds + 1 round for every 3 levels of the caster.
Symbol, Pain +(Conjuration) -School: Conjuration Range: 21,5 meters Duration: 4 hours Casting time: 1 -Area of Effect: 4,5 meters' radius -Saving Throw: TODO +Area of Effect: Enemies within a 4,5 meters radius +Saving Throw: Neg. Symbol, Fear is a powerful enchantment that allows the wizard to inscribe a symbol on the ground or any other surface. The symbol will remain there until someone comes too close, at which point it will explode, causing all those within the area to make a Save vs. Spell at a -4 penalty or be affected by fear for 2 rounds + 1 round for every 3 levels of the caster. @@ -19780,13 +17936,13 @@ Saving Throw: Neg. Symbol, Fear is a powerful enchantment that allows the wizard to inscribe a symbol on the ground or any other surface. The symbol will remain there until someone comes too close, at which point it will explode, causing all those within the area to make a Save vs. Spell at a -4 penalty or be affected by fear for 2 rounds + 1 round for every 3 levels of the caster.
Symbol, Fear +(Conjuration) -School: Conjuration Range: 21,5 meters Duration: 2 turns Casting time: 1 -Area of Effect: 4,5 meters' radius -Saving Throw: TODO +Area of Effect: Enemies within a 4,5 meters radius +Saving Throw: Neg. Symbol, Fear is a powerful enchantment that allows the wizard to inscribe a symbol on the ground or any other surface. The symbol will remain there until someone comes too close, at which point it will explode, causing all those within the area to make a Save vs. Spell at a -4 penalty or be affected by fear for 2 rounds + 1 round for every 3 levels of the caster. @@ -19804,13 +17960,13 @@ Saving Throw: None When a Power Word, Blind spell is cast, one or more creatures within the area of effect become sightless. The spellcaster selects one creature as the target center, and the effect spreads outward from the center, affecting all within a 5-ft. radius. This lasts for 6 rounds or until dispelled. All of the effects of blindness apply to the victims, such as a penalty to hit and to AC. The visibility range of the afflicted character is also decreased.
Power Word, Blind +(Conjuration) -School: Conjuration Range: 24,5 meters Duration: 6 rounds Casting time: 1 -Area of Effect: 1 creature -Saving Throw: TODO +Area of Effect: Enemies within a 6 meters radius around of the target +Saving Throw: None When a Power Word, Blind spell is cast, one or more creatures within the area of effect become sightless. The spellcaster selects one creature as the target center, and the effect spreads outward from the center, affecting all within a 5-ft. radius. This lasts for 6 rounds or until dispelled. All of the effects of blindness apply to the victims, such as a penalty to hit and to AC. The visibility range of the afflicted character is also decreased. @@ -19833,13 +17989,13 @@ 60 to 89 Hit Points: Stunned for 1d4 rounds; 90 or more Hit Points: unaffected. Note that if a creature is weakened so that its Hit Points are below its usual maximum, the current number of Hit Points is used to determine this spell's effects.
Power Word, Stun +(Conjuration) -School: Conjuration Range: 24,5 meters Duration: Instant Casting time: 1 Area of Effect: 1 creature -Saving Throw: TODO +Saving Throw: None When a Power Word, Stun spell is uttered, any creature of the Mage's choice within visual range is stunned for the duration depending on its current Hit Points: 1 to 29 Hit Points: Stunned for 4d4 rounds; @@ -19862,13 +18018,13 @@ Saving Throw: None When a Power Word, Kill spell is uttered, one creature within the spell range is slain. The creature must have 60 or fewer current Hit Points, otherwise the spell has no effect. There is no Saving Throw.
Power Word, Kill +(Conjuration) -School: Conjuration Range: 24,5 meters Duration: Instant Casting time: 1 Area of Effect: 1 creature -Saving Throw: TODO +Saving Throw: None When a Power Word, Kill spell is uttered, one creature within the spell range is slain. The creature must have 60 or fewer current Hit Points, otherwise the spell has no effect. There is no Saving Throw. @@ -19887,14 +18043,14 @@ Saving Throw: 1/2 When the priest calls down a Flame Strike spell, a vertical column of fire roars downward in the exact location called for by the caster. The target must roll a Saving Throw vs. Spell. Failure means the creature sustains 1d8 points of damage per level of the caster; otherwise, the damage is halved.
Flame Strike +(Invocation) -School: Invocation Level: 5 Range: 12 meters -Duration: 1 second +Duration: Instant Casting time: 0 Area of Effect: 1 creature -Saving Throw: TODO +Saving Throw: None When the priest calls down a Flame Strike spell, a vertical column of fire roars downward in the exact location called for by the caster. The target must roll a Saving Throw vs. Spell. Failure means the creature sustains 1d8 points of damage per level of the caster; otherwise, the damage is halved. @@ -19918,13 +18074,14 @@ Duration: Instant Casting time: 2 Area of Effect: 1 creature -Saving Throw: TODO +Saving Throw: None This spell transports the caster to any place within the visual range of the caster. When the spell is cast, a dimensional portal opens up in front of the caster, who immediately steps through it. Upon passing through the portal, the caster findsself at chosen destination. STATISTICS: -- Summon 1 creatures (Phoenix Guard)
Dimension Door (Alteration) @@ -19936,14 +18093,14 @@ Saving Throw: None This spell transports the caster to any place within the visual range of the caster. When the spell is cast, a dimensional portal opens up in front of the caster, who immediately steps through it. Upon passing through the portal, the caster findsself at chosen destination.
Dimension Door +(Alteration) -School: Alteration Level: 4 Range: 61 meters Duration: Instant Casting time: 0 -Area of Effect: Point dans le champ visuel du lanceur -Saving Throw: TODO +Area of Effect: Point in the visual range of the caster +Saving Throw: None This spell transports the caster to any place within the visual range of the caster. When the spell is cast, a dimensional portal opens up in front of the caster, who immediately steps through it. Upon passing through the portal, the caster findsself at chosen destination. @@ -19964,16 +18121,16 @@ Level: 4 Range: 61 meters -Duration: 2 seconds +Duration: Instant Casting time: 0 Area of Effect: 1 creature -Saving Throw: TODO +Saving Throw: None This spell transports the caster to any place within the visual range of the caster. When the spell is cast, a dimensional portal opens up in front of the caster, who immediately steps through it. Upon passing through the portal, the caster finds self at chosen destination. STATISTICS: -- Unsummon the target if it is a summoned creature
Lightning Bolt (Evocation) @@ -19985,14 +18142,14 @@ Saving Throw: 1/2 Upon casting this spell, the wizard releases a powerful stroke of electrical energy that inflicts 1d6 points of damage per level of the caster (maximum damage of 10d6) to each creature within its area of effect. A successful Saving Throw vs. Spell reduces this damage to half (round fractions down). The bolt begins at a range and height decided by the caster and streaks outward in a direct line from the casting wizard (e.g., if a 40-ft. bolt was started at 180 ft. from the wizard, the far end of bolt would reach 220 ft. (180+40)). If the Lightning Bolt intersects with a wall, it will bounce until it reaches its full length.
Lightning Bolt +(Invocation) -School: Invocation Level: 3 Range: 15 meters -Duration: 2 seconds +Duration: Instant Casting time: 3 -Area of Effect: 1 creature -Saving Throw: TODO +Area of Effect: 1 créature et toute créature dans un rayon de 55 meters +Saving Throw: Special Upon casting this spell, the wizard releases a powerful stroke of electrical energy that inflicts 1d6 points of damage per level of the caster (maximum damage of 10d6) to each creature within its area of effect. A successful Saving Throw vs. Spell reduces this damage to half (round fractions down). The bolt begins at a range and height decided by the caster and streaks outward in a direct line from the casting wizard (e.g., if a 40-ft. bolt was started at 180 ft. from the wizard, the far end of bolt would reach 220 ft. (180+40)). If the Lightning Bolt intersects with a wall, it will bounce until it reaches its full length. @@ -20016,7 +18173,7 @@ Duration: Instant Casting time: 1 Area of Effect: 1 creature -Saving Throw: TODO +Saving Throw: None Use of the Magic Missile spell, one of the most popular 1st-level spells, creates up to five missiles of magical energy that dart forth from the wizard's fingertip and unerringly strike their target, which must be a creature of some sort. Each missile inflicts 1d4+1 points of damage. For every 2 extra levels of experience, the wizard gains an additional missile—has 2 at 3rd level, 3 at 5th level, 4 at 7th level, up to a total of 5 at 9th level. @@ -20035,14 +18192,14 @@ Saving Throw: None A more powerful version of Raise Dead, this spell brings up to 5 party members back to life and heals 3d10+1 Hit Points per level of the caster. They can regain the rest of their Hit Points by natural healing or curative magic. This spell restores life to dwarves, gnomes, half-elves, halflings, elves, half-orcs, and humans.
Mass Raise Dead +(Necromancy) -School: Necromancy Level: 7 Range: Contact Duration: Instant Casting time: 0 Area of Effect: Caster -Saving Throw: TODO +Saving Throw: None A more powerful version of Raise Dead, this spell brings up to 5 party members back to life and heals 3d10+1 Hit Points per level of the caster. They can regain the rest of their Hit Points by natural healing or curative magic. This spell restores life to dwarves, gnomes, half-elves, halflings, elves, half-orcs, and humans. @@ -20067,14 +18224,14 @@ Saving Throw: Neg. A Slow spell causes creatures to move and attack at half of their normal rates. It negates Haste, but does not otherwise affect magically hasted or slowed creatures. Slowed creatures have an Armor Class and attack penalty of -4. Creatures save at -4 vs. Spell.
Slow +(Alteration) -School: Alteration Level: 3 Range: 12 meters Duration: 1 turn Casting time: 0 -Area of Effect: 6 -Saving Throw: TODO +Area of Effect: +Saving Throw: None A Slow spell causes creatures to move and attack at half of their normal rates. It negates Haste, but does not otherwise affect magically hasted or slowed creatures. Slowed creatures have an Armor Class and attack penalty of -4. Creatures save at -4 vs. Spell. @@ -20097,20 +18254,20 @@ Saving Throw: None This powerful spell creates waves of anti-negative energy that sweep outward from the caster. These waves disrupt any undead that attempt to attack the caster, pushing them away from the caster for several seconds. There is one wave per round for the duration of the spell. All undead are affected with no Saving Throw.
Repulsion +(Abjuration) -School: Abjuration Level: 5 Range: Contact Duration: 15 rounds Casting time: 5 Area of Effect: Caster -Saving Throw: TODO +Saving Throw: None This powerful spell creates waves of anti-negative energy that sweep outward from the caster. These waves disrupt any undead that attempt to attack the caster, pushing them away from the caster for several seconds. There is one wave per round for the duration of the spell. All undead are affected with no Saving Throw. STATISTICS: -- When the target is less than 3 meters; Cast Repulsion on the wearer (not cumulative) (not cumulative)
Repulse Undead (Abjuration) @@ -20127,15 +18284,14 @@ Range: 3 meters Duration: 3 seconds Casting time: 5 -Area of Effect: 1 creature -Saving Throw: TODO +Area of Effect: 1 créature et toute créature dans un rayon de 2,5 meters +Saving Throw: None This powerful spell creates waves of anti-negative energy that sweep outward from the caster. These waves disrupt any undead that attempt to attack the caster, pushing them away from the caster for several seconds. There is one wave per round for the duration of the spell. All undead are affected with no Saving Throw. STATISTICS: -- Knock down the target (Inefficace contre les the wearer) (Inefficace contre les the wearer) -- (Inefficace contre les the wearer)
Entangle (Alteration) @@ -20148,14 +18304,14 @@ Saving Throw: Neg. By means of this spell, the caster is able to cause plants in the area of effect to entangle creatures within the area. The grasses, weeds, bushes, and even trees wrap, twist, and entwine about the creatures, holding them fast. Once per round, a creature can attempt to save vs. Spell with a +3 bonus to avoid entanglement. An entangled creature can still attack, but receives a -2 penalty to its Armor Class.
Entangle +(Alteration) -School: Alteration Level: 1 Range: 36,5 meters Duration: 1 turn Casting time: 4 -Area of Effect: Point dans le champ visuel du lanceur -Saving Throw: TODO +Area of Effect: Point in the visual range of the caster +Saving Throw: None By means of this spell, the caster is able to cause plants in the area of effect to entangle creatures within the area. The grasses, weeds, bushes, and even trees wrap, twist, and entwine about the creatures, holding them fast. Once per round, a creature can attempt to save vs. Spell with a +3 bonus to avoid entanglement. An entangled creature can still attack, but receives a -2 penalty to its Armor Class. @@ -20174,14 +18330,14 @@ Saving Throw: Neg. The Polymorph Other spell is a powerful magic that permanently alters the form of the creature affected. Mental attributes are not affected, and the target does not receive the special abilities of the new form. However all physical attributes are changed to adhere to the new form. This is a specific version of the spell in that the recipient will be transformed into a squirrel unless a Save vs. Petrification/Polymorph is made successfully. The transformation is instant and permanent until a Dispel Magic is cast successfully upon the affected creature. The natural attacks of the new form also become available and all clothes and equipment that the target was wearing will mold into the new form.
Polymorph Other +(Alteration) -School: Alteration Level: 4 Range: 12 meters Duration: 70 seconds Casting time: 4 Area of Effect: 1 creature -Saving Throw: TODO +Saving Throw: None The Polymorph Other spell is a powerful magic that permanently alters the form of the creature affected. Mental attributes are not affected, and the target does not receive the special abilities of the new form. However all physical attributes are changed to adhere to the new form. This is a specific version of the spell in that the recipient will be transformed into a squirrel unless a Save vs. Petrification/Polymorph is made successfully. The transformation is instant and permanent until a Dispel Magic is cast successfully upon the affected creature. The natural attacks of the new form also become available and all clothes and equipment that the target was wearing will mold into the new form. @@ -20191,7 +18347,7 @@ - Prevents the target to use the talks - Remove "Attack" from inventory of the target - Remove "Morning Star" from inventory of the target -- Equips the target with a magical weapon (Attack)
Polymorph Other (Alteration) @@ -20203,14 +18359,14 @@ Saving Throw: Neg. The Polymorph Other spell is a powerful magic that permanently alters the form of the creature affected. Mental attributes are not affected, and the target does not receive the special abilities of the new form. However all physical attributes are changed to adhere to the new form. This is a specific version of the spell in that the recipient will be transformed into a squirrel unless a Save vs. Petrification/Polymorph is made successfully. The transformation is instant and permanent until a Dispel Magic is cast successfully upon the affected creature. The natural attacks of the new form also become available and all clothes and equipment that the target was wearing will mold into the new form.
Polymorph Other +(Alteration) -School: Alteration Level: 4 Range: 12 meters Duration: 70 seconds Casting time: 4 Area of Effect: 1 creature -Saving Throw: TODO +Saving Throw: None The Polymorph Other spell is a powerful magic that permanently alters the form of the creature affected. Mental attributes are not affected, and the target does not receive the special abilities of the new form. However all physical attributes are changed to adhere to the new form. This is a specific version of the spell in that the recipient will be transformed into a squirrel unless a Save vs. Petrification/Polymorph is made successfully. The transformation is instant and permanent until a Dispel Magic is cast successfully upon the affected creature. The natural attacks of the new form also become available and all clothes and equipment that the target was wearing will mold into the new form. @@ -20231,14 +18387,14 @@ This spell holds one or more humans, demihumans, or humanoid creatures rigidly immobile and in place for one turn. This includes: brownies, dryads, dwarves, elves, gnolls, gnomes, goblins, half-elves, halflings, half-orcs, hobgoblins, humans, kobolds, lizard men, nixies, orcs, pixies, sprites, troglodytes, and others. Thus, a 10th-level Fighter could be held, while an ogre could not. The effect is centered on the victim selected by the caster. Every enemy within 4 ft. of the target is also affected. Those who succeed on their Saving Throws are totally unaffected by the spell. Undead creatures cannot be held. Held creatures cannot move or speak, but they remain aware of events around them even though they are helpless to change them. Time passes at a normal rate for the targets and hence being held does not stop any worsening of their condition due to wounds, disease, or poison.
Hold Person +(Enchantment) -School: Enchantment Level: 2 Range: 10,5 meters Duration: 1 turn Casting time: 5 Area of Effect: 1 creature -Saving Throw: TODO +Saving Throw: Neg. This spell holds one or more humans, demihumans, or humanoid creatures rigidly immobile and in place for one turn. This includes: brownies, dryads, dwarves, elves, gnolls, gnomes, goblins, half-elves, halflings, half-orcs, hobgoblins, humans, kobolds, lizard men, nixies, orcs, pixies, sprites, troglodytes, and others. Thus, a 10th-level Fighter could be held, while an ogre could not. The effect is centered on the victim selected by the caster. Every enemy within 4 ft. of the target is also affected. Those who succeed on their Saving Throws are totally unaffected by the spell. Undead creatures cannot be held. @@ -20259,14 +18415,14 @@ Saving Throw: Neg. Symbol, Fear is a powerful enchantment that allows the priest to inscribe a symbol on the ground or any other surface. The symbol will remain there until someone comes too close, at which point it will explode causing all those within the area to make a Saving Throw vs. Spell with a -4 penalty or be affected by fear for 2 rounds + 1 round every 3 levels of the caster.
Symbol, Fear +(Conjuration) -School: Conjuration Level: 7 Range: 9 meters Duration: 14 rounds Casting time: 9 Area of Effect: 4,5 meters' radius -Saving Throw: TODO +Saving Throw: Neg. Symbol, Fear is a powerful enchantment that allows the priest to inscribe a symbol on the ground or any other surface. The symbol will remain there until someone comes too close, at which point it will explode causing all those within the area to make a Saving Throw vs. Spell with a -4 penalty or be affected by fear for 2 rounds + 1 round every 3 levels of the caster. @@ -20284,14 +18440,14 @@ Saving Throw: None This spell creates a faintly shimmering magical sphere around the caster that prevents any 1st-, 2nd-, or 3rd-level spell effects from penetrating (i.e., the area of effect of any such spells does not include the area of the Minor Globe of Invulnerability). This includes innate abilities and effects from devices. However, any type of spell can be cast out of the magical sphere, and these pass from the caster of the globe to their subject without affecting the globe. Spells of 4th level or higher are not affected by the globe.
Minor Globe of Invulnerability +(Divination) -School: Divination Level: 4 Range: 3 meters Duration: Instant Casting time: 4 Area of Effect: 1 creature -Saving Throw: TODO +Saving Throw: None This spell creates a faintly shimmering magical sphere around the caster that prevents any 1st-, 2nd-, or 3rd-level spell effects from penetrating (i.e., the area of effect of any such spells does not include the area of the Minor Globe of Invulnerability). This includes innate abilities and effects from devices. However, any type of spell can be cast out of the magical sphere, and these pass from the caster of the globe to their subject without affecting the globe. Spells of 4th level or higher are not affected by the globe. @@ -20309,14 +18465,14 @@ Saving Throw: None This spell creates a faintly shimmering magical sphere around the caster that prevents any 1st-, 2nd-, or 3rd-level spell effects from penetrating (i.e., the area of effect of any such spells does not include the area of the Minor Globe of Invulnerability). This includes innate abilities and effects from devices. However, any type of spell can be cast out of the magical sphere, and these pass from the caster of the globe to their subject without affecting the globe. Spells of 4th level or higher are not affected by the globe.
Minor Globe of Invulnerability +(Abjuration) -School: Abjuration Level: 4 Range: 3 meters Duration: 7 rounds Casting time: 4 Area of Effect: 1 creature -Saving Throw: TODO +Saving Throw: None This spell creates a faintly shimmering magical sphere around the caster that prevents any 1st-, 2nd-, or 3rd-level spell effects from penetrating (i.e., the area of effect of any such spells does not include the area of the Minor Globe of Invulnerability). This includes innate abilities and effects from devices. However, any type of spell can be cast out of the magical sphere, and these pass from the caster of the globe to their subject without affecting the globe. Spells of 4th level or higher are not affected by the globe. @@ -20335,29 +18491,29 @@ Saving Throw: None Casting a Goodberry spell creates 5 magical berries that the caster can carry with. Each berry restores 1 Hit Point when eaten.
Goodberry +(Invocation) -School: Invocation Level: 2 Range: 3 meters Duration: 1 second Casting time: 9 Area of Effect: 1 creature -Saving Throw: TODO +Saving Throw: None Casting a Goodberry spell creates 5 magical berries that the caster can carry with. Each berry restores 1 Hit Point when eaten. STATISTICS: -- Creates 1 "Aquamarine Gem" in the target's inventory -- Creates 1 "Garnet Gem" in the target's inventory -- 20 % chance to create 1 "Horn Coral Gem" in the target's inventory +- Creates 1 "Aquamarine Gem" in the target's inventory after 1 second +- Creates 1 "Garnet Gem" in the target's inventory after 1 second +- 20 % chance to create 1 "Horn Coral Gem" in the target's inventory after 1 second - 20 % chance - - to create 1 "Horn Coral Gem" in the target's inventory - - to create 1 "Pearl" in the target's inventory + - to create 1 "Horn Coral Gem" in the target's inventory after 1 second + - to create 1 "Pearl" in the target's inventory after 1 second - 21 % chance - - to create 1 "Horn Coral Gem" in the target's inventory - - to create 1 "Pearl" in the target's inventory - - to create 1 "Sphene Gem" in the target's inventory
Goodberry (Alteration, Evocation) @@ -20370,14 +18526,14 @@ Saving Throw: None Casting a Goodberry spell creates 5 magical berries that the caster can carry with. Each berry restores 1 Hit Point when eaten.
Goodberry +(Invocation) -School: Invocation Level: 2 Range: 3 meters Duration: Instant Casting time: 9 -Area of Effect: 1 creature -Saving Throw: TODO +Area of Effect: 1 créature et toute créature dans un rayon de 4,5 meters +Saving Throw: None Casting a Goodberry spell creates 5 magical berries that the caster can carry with. Each berry restores 1 Hit Point when eaten. @@ -20396,14 +18552,14 @@ Saving Throw: None Casting a Goodberry spell creates 5 magical berries that the caster can carry with . Each berry restores 1 Hit Point when eaten.
Goodberry +(Invocation) -School: Invocation Level: 2 Range: 3 meters Duration: Instant Casting time: 9 Area of Effect: 1 creature -Saving Throw: TODO +Saving Throw: None Casting a Goodberry spell creates 5 magical berries that the caster can carry with. Each berry restores 1 Hit Point when eaten. @@ -20424,14 +18580,14 @@ This spell holds one or more humans, demihumans, or humanoid creatures rigidly immobile and in place for one turn. This includes: brownies, dryads, dwarves, elves, gnolls, gnomes, goblins, half-elves, halflings, half-orcs, hobgoblins, humans, kobolds, lizard men, nixies, orcs, pixies, sprites, troglodytes, and others. Thus, a 10th-level Fighter could be held, while an ogre could not. The effect is centered on the victim selected by the caster. Every enemy within 4 ft. of the target is also affected. Those who succeed on their Saving Throws are totally unaffected by the spell. Undead creatures cannot be held. Held creatures cannot move or speak, but they remain aware of events around them even though they are helpless to change them. Time passes at a normal rate for the targets and hence being held does not stop any worsening of their condition due to wounds, disease, or poison.
Hold Person +(Enchantment) -School: Enchantment Level: 2 Range: 10,5 meters Duration: 1 turn Casting time: 5 -Area of Effect: 1 creature -Saving Throw: TODO +Area of Effect: 1 créature et toute créature dans un rayon de 4,5 meters +Saving Throw: None This spell holds one or more humans, demihumans, or humanoid creatures rigidly immobile and in place for one turn. This includes: brownies, dryads, dwarves, elves, gnolls, gnomes, goblins, half-elves, halflings, half-orcs, hobgoblins, humans, kobolds, lizard men, nixies, orcs, pixies, sprites, troglodytes, and others. Thus, a 10th-level Fighter could be held, while an ogre could not. The effect is centered on the victim selected by the caster. Every enemy within 4 ft. of the target is also affected. Those who succeed on their Saving Throws are totally unaffected by the spell. Undead creatures cannot be held. @@ -20452,14 +18608,14 @@ Saving Throw: None The wizard instigates a teleportation effect that randomly teleports all enemies in this area for the duration of the spell. Teleport Field is best used against multiple enemies, serving to confuse them and allowing the wizard to concentrate on activatingdefenses.
Teleport Field +(Alteration) -School: Alteration Level: 4 Range: 12 meters Duration: Instant Casting time: 4 Area of Effect: 4,5 meters' radius -Saving Throw: TODO +Saving Throw: None The wizard instigates a teleportation effect that randomly teleports all enemies in this area for the duration of the spell. Teleport Field is best used against multiple enemies, serving to confuse them and allowing the wizard to concentrate on activatingdefenses. @@ -20477,14 +18633,14 @@ Saving Throw: Neg. The Polymorph Other spell is a powerful magic that permanently alters the form of the creature affected. Mental attributes are not affected, and the target does not receive the special abilities of the new form. However all physical attributes are changed to adhere to the new form. This is a specific version of the spell in that the recipient will be transformed into a squirrel unless a Save vs. Petrification/Polymorph is made successfully. The transformation is instant and permanent until a Dispel Magic is cast successfully upon the affected creature. The natural attacks of the new form also become available and all clothes and equipment that the target was wearing will mold into the new form.
Polymorph Other +(Alteration) -School: Alteration Level: 4 Range: 12 meters Duration: 1 turn Casting time: 4 -Area of Effect: 1 creature -Saving Throw: TODO +Area of Effect: 1 créature et toute créature dans un rayon de 4,5 meters +Saving Throw: None The Polymorph Other spell is a powerful magic that permanently alters the form of the creature affected. Mental attributes are not affected, and the target does not receive the special abilities of the new form. However all physical attributes are changed to adhere to the new form. This is a specific version of the spell in that the recipient will be transformed into a squirrel unless a Save vs. Petrification/Polymorph is made successfully. The transformation is instant and permanent until a Dispel Magic is cast successfully upon the affected creature. The natural attacks of the new form also become available and all clothes and equipment that the target was wearing will mold into the new form. @@ -20503,14 +18659,14 @@ Saving Throw: Neg. The Polymorph Other spell is a powerful magic that permanently alters the form of the creature affected. Mental attributes are not affected, and the target does not receive the special abilities of the new form. However all physical attributes are changed to adhere to the new form. This is a specific version of the spell in that the recipient will be transformed into a squirrel unless a Save vs. Petrification/Polymorph is made successfully. The transformation is instant and permanent until a Dispel Magic is cast successfully upon the affected creature. The natural attacks of the new form also become available and all clothes and equipment that the target was wearing will mold into the new form.
Polymorph Other +(Alteration) -School: Alteration Level: 4 Range: 12 meters Duration: 15 seconds Casting time: 4 -Area of Effect: 1 creature -Saving Throw: TODO +Area of Effect: 1 créature et toute créature dans un rayon de 4,5 meters +Saving Throw: Neg. The Polymorph Other spell is a powerful magic that permanently alters the form of the creature affected. Mental attributes are not affected, and the target does not receive the special abilities of the new form. However all physical attributes are changed to adhere to the new form. This is a specific version of the spell in that the recipient will be transformed into a squirrel unless a Save vs. Petrification/Polymorph is made successfully. The transformation is instant and permanent until a Dispel Magic is cast successfully upon the affected creature. The natural attacks of the new form also become available and all clothes and equipment that the target was wearing will mold into the new form. @@ -20528,14 +18684,14 @@ Saving Throw: None When this spell is cast, it teleports in a powerful fiend that will go on a rampage and attack everything in sight. Anyone under the effects of a Protection From Evil spell or scroll will not be targeted by the fiend. This is a dangerous spell to invoke, best saved for desperate times.
Cacofiend +(Conjuration) -School: Conjuration Level: 7 Range: 10,5 meters Duration: 2 turns Casting time: 9 -Area of Effect: Point dans le champ visuel du lanceur -Saving Throw: TODO +Area of Effect: Point in the visual range of the caster +Saving Throw: None When this spell is cast, it teleports in a powerful fiend that will go on a rampage and attack everything in sight. Anyone under the effects of a Protection From Evil spell or scroll will not be targeted by the fiend. This is a dangerous spell to invoke, best saved for desperate times. @@ -20553,14 +18709,14 @@ Saving Throw: None When this spell is cast, it teleports in a powerful fiend that will go on a rampage and attack everything in sight. Anyone under the effects of a Protection From Evil spell or scroll will not be targeted by the fiend. This is a dangerous spell to invoke, best saved for desperate times.
Cacofiend +(Conjuration) -School: Conjuration Level: 7 Range: 10,5 meters Duration: Instant Casting time: 9 -Area of Effect: Point dans le champ visuel du lanceur -Saving Throw: TODO +Area of Effect: Point in the visual range of the caster +Saving Throw: None When this spell is cast, it teleports in a powerful fiend that will go on a rampage and attack everything in sight. Anyone under the effects of a Protection From Evil spell or scroll will not be targeted by the fiend. This is a dangerous spell to invoke, best saved for desperate times. @@ -20577,14 +18733,14 @@ Saving Throw: None When this spell is cast, it teleports in a powerful fiend that will go on a rampage and attack everything in sight. Anyone under the effects of a Protection From Evil spell or scroll will not be targeted by the fiend. This is a dangerous spell to invoke, best saved for desperate times.
Cacofiend +(Conjuration) -School: Conjuration Level: 7 Range: 10,5 meters Duration: Instant Casting time: 9 Area of Effect: 4,5 meters' radius -Saving Throw: TODO +Saving Throw: None When this spell is cast, it teleports in a powerful fiend that will go on a rampage and attack everything in sight. Anyone under the effects of a Protection From Evil spell or scroll will not be targeted by the fiend. This is a dangerous spell to invoke, best saved for desperate times. @@ -20601,14 +18757,14 @@ Saving Throw: None When this spell is cast, it teleports in a powerful fiend that will go on a rampage and attack everything in sight. Anyone under the effects of a Protection From Evil spell or scroll will not be targeted by the fiend. This is a dangerous spell to invoke, best saved for desperate times.
Cacofiend +(Conjuration) -School: Conjuration Level: 7 Range: 10,5 meters Duration: Instant Casting time: 9 -Area of Effect: Point dans le champ visuel du lanceur -Saving Throw: TODO +Area of Effect: Point in the visual range of the caster +Saving Throw: None When this spell is cast, it teleports in a powerful fiend that will go on a rampage and attack everything in sight. Anyone under the effects of a Protection From Evil spell or scroll will not be targeted by the fiend. This is a dangerous spell to invoke, best saved for desperate times. @@ -20629,14 +18785,14 @@ If the spell's recipient fails his Saving Throw (with a +3 modifier), he regards the caster as a trusted friend and ally to be heeded and protected. The caster may give him orders, and the charmed individual will carry them out as quickly as possible. If the caster harms—or attempts to harm—the charmed person by some overt action, or if a Dispel Magic spell is cast upon the charmed person, the Charm spell is broken. If two or more Charms simultaneously affect a creature, the most recent Charm takes precedence. Note that the subject has full memory of the events that took place while he was charmed. Also note that you cannot have a charmed creature leave the area where he is charmed.
Charm Person +(Enchantment) -School: Enchantment Level: 1 Range: 18 meters Duration: Instant Casting time: 1 -Area of Effect: 1 creature -Saving Throw: TODO +Area of Effect: 1 créature et toute créature dans un rayon de 4,5 meters +Saving Throw: None This spell affects any single person it is cast upon. The term person includes any bipedal human, demihuman, or humanoid of man-size or smaller, such as brownies, dryads, dwarves, elves, gnolls, gnomes, goblins, half-elves, halflings, half-orcs, hobgoblins, humans, kobolds, lizard men, nixies, orcs, pixies, sprites, troglodytes, and others. Thus, a 10th-level fighter could be charmed, but an ogre could not. The person is allowed a Saving Throw vs. Spell to negate the effect. @@ -20657,14 +18813,14 @@ Saving Throw: Neg. A Slow spell causes creatures to move and attack at half of their normal rates. It negates Haste, but does not otherwise affect magically hasted or slowed creatures. Slowed creatures have an Armor Class and attack penalty of -4. Creatures save at -4 vs. Spell.
Slow +(Alteration) -School: Alteration Level: 3 Range: 7,5 meters Duration: 45 seconds Casting time: 3 Area of Effect: 4,5 meters' radius -Saving Throw: TODO +Saving Throw: Neg. A Slow spell causes creatures to move and attack at half of their normal rates. It negates Haste, but does not otherwise affect magically hasted or slowed creatures. Slowed creatures have an Armor Class and attack penalty of -4. Creatures save at -4 vs. Spell. @@ -20687,14 +18843,14 @@ Saving Throw: Neg. The Polymorph Other spell is a powerful magic that permanently alters the form of the creature affected. Mental attributes are not affected, and the target does not receive the special abilities of the new form. However all physical attributes are changed to adhere to the new form. This is a specific version of the spell in that the recipient will be transformed into a squirrel unless a Save vs. Petrification/Polymorph is made successfully. The transformation is instant and permanent until a Dispel Magic is cast successfully upon the affected creature. The natural attacks of the new form also become available and all clothes and equipment that the target was wearing will mold into the new form.
Polymorph Other +(Alteration) -School: Alteration Level: 4 Range: 12 meters Duration: 70 seconds Casting time: 4 Area of Effect: 1 creature -Saving Throw: TODO +Saving Throw: None The Polymorph Other spell is a powerful magic that permanently alters the form of the creature affected. Mental attributes are not affected, and the target does not receive the special abilities of the new form. However all physical attributes are changed to adhere to the new form. This is a specific version of the spell in that the recipient will be transformed into a squirrel unless a Save vs. Petrification/Polymorph is made successfully. The transformation is instant and permanent until a Dispel Magic is cast successfully upon the affected creature. The natural attacks of the new form also become available and all clothes and equipment that the target was wearing will mold into the new form. @@ -20713,14 +18869,14 @@ Saving Throw: None The very potent Heal spell enables the priest to wipe away disease and injury in the creature who receives the benefits of the spell. It completely cures all disease and blindness in the recipient and heals all points of damage suffered due to wounds or injury. It also dispels a Feeblemind spell and cures those mental disorders caused by spells or injury to the brain. Naturally, the effects can be negated by later wounds, injuries, and diseases.
Heal +(Necromancy) -School: Necromancy Level: 6 Range: 3 meters Duration: Instant Casting time: 9 -Area of Effect: 1 creature -Saving Throw: TODO +Area of Effect: 1 créature et toute créature dans un rayon de 4,5 meters +Saving Throw: None The very potent Heal spell enables the priest to wipe away disease and injury in the creature who receives the benefits of the spell. It completely cures all disease and blindness in the recipient and heals all points of damage suffered due to wounds or injury. It also dispels a Feeblemind spell and cures those mental disorders caused by spells or injury to the brain. Naturally, the effects can be negated by later wounds, injuries, and diseases. @@ -20747,14 +18903,14 @@ Saving Throw: Neg. This 1st-level spell temporarily blinds its target. A Saving Throw is allowed and, if successful, there are no harmful effects. If a victim is blinded,receives a -4 penalty to attack rolls and Armor Class.
Blindness +(Illusion) -School: Illusion Level: 1 Range: 12 meters Duration: 2 hours Casting time: 2 Area of Effect: 1 creature -Saving Throw: TODO +Saving Throw: Neg. This 1st-level spell temporarily blinds its target. A Saving Throw is allowed and, if successful, there are no harmful effects. If a victim is blinded,receives a -4 penalty to attack rolls and Armor Class. @@ -20772,20 +18928,20 @@ Saving Throw: Neg. The Polymorph Other spell is a powerful magic that permanently alters the form of the creature affected. Mental attributes are not affected, and the target does not receive the special abilities of the new form. However all physical attributes are changed to adhere to the new form. This is a specific version of the spell in that the recipient will be transformed into a squirrel unless a Save vs. Petrification/Polymorph is made successfully. The transformation is instant and permanent until a Dispel Magic is cast successfully upon the affected creature. The natural attacks of the new form also become available and all clothes and equipment that the target was wearing will mold into the new form.
Polymorph Other +(Enchantment) -School: Enchantment Level: 4 Range: 12 meters Duration: 1 hour Casting time: 4 Area of Effect: 1 creature -Saving Throw: TODO +Saving Throw: Special The Polymorph Other spell is a powerful magic that permanently alters the form of the creature affected. Mental attributes are not affected, and the target does not receive the special abilities of the new form. However all physical attributes are changed to adhere to the new form. This is a specific version of the spell in that the recipient will be transformed into a squirrel unless a Save vs. Petrification/Polymorph is made successfully. The transformation is instant and permanent until a Dispel Magic is cast successfully upon the affected creature. The natural attacks of the new form also become available and all clothes and equipment that the target was wearing will mold into the new form. STATISTICS: -- Universal charm on the target (save vs. Spells neg.) (Inefficace contre les half elves and the elves)
Polymorph Other (Alteration) @@ -20797,20 +18953,20 @@ Saving Throw: Neg. The Polymorph Other spell is a powerful magic that permanently alters the form of the creature affected. Mental attributes are not affected, and the target does not receive the special abilities of the new form. However all physical attributes are changed to adhere to the new form. This is a specific version of the spell in that the recipient will be transformed into a squirrel unless a Save vs. Petrification/Polymorph is made successfully. The transformation is instant and permanent until a Dispel Magic is cast successfully upon the affected creature. The natural attacks of the new form also become available and all clothes and equipment that the target was wearing will mold into the new form.
Polymorph Other +(Alteration) -School: Alteration Level: 4 Range: 12 meters Duration: 1000 hours Casting time: 4 Area of Effect: 1 creature -Saving Throw: TODO +Saving Throw: Neg. The Polymorph Other spell is a powerful magic that permanently alters the form of the creature affected. Mental attributes are not affected, and the target does not receive the special abilities of the new form. However all physical attributes are changed to adhere to the new form. This is a specific version of the spell in that the recipient will be transformed into a squirrel unless a Save vs. Petrification/Polymorph is made successfully. The transformation is instant and permanent until a Dispel Magic is cast successfully upon the affected creature. The natural attacks of the new form also become available and all clothes and equipment that the target was wearing will mold into the new form. STATISTICS: -- Equips the target with a magical weapon (Attack) (save vs. Petrification/Polymorph neg.) +- Equips the target with 1 magical weapon (Attack) (save vs. Petrification/Polymorph neg.) - Change the Strength of the target to 3 (save vs. Petrification/Polymorph neg.) - Change the hit points of the target to 5 (save vs. Petrification/Polymorph neg.) - 100 % of spellcasting failure (wizard and priest) for the target (save vs. Petrification/Polymorph neg.) @@ -20831,14 +18987,14 @@ If the spell's recipient fails his Saving Throw (with a +3 modifier), he regards the caster as a trusted friend and ally to be heeded and protected. The caster may give him orders, and the charmed individual will carry them out as quickly as possible. If the caster harms—or attempts to harm—the charmed person by some overt action, or if a Dispel Magic spell is cast upon the charmed person, the Charm spell is broken. If two or more Charms simultaneously affect a creature, the most recent Charm takes precedence. Note that the subject has full memory of the events that took place while he was charmed. Also note that you cannot have a charmed creature leave the area where he is charmed.
Charm Person +(Enchantment) -School: Enchantment Level: 1 Range: 18 meters Duration: Instant Casting time: 1 Area of Effect: 1 creature -Saving Throw: TODO +Saving Throw: None This spell affects any single person it is cast upon. The term person includes any bipedal human, demihuman, or humanoid of man-size or smaller, such as brownies, dryads, dwarves, elves, gnolls, gnomes, goblins, half-elves, halflings, half-orcs, hobgoblins, humans, kobolds, lizard men, nixies, orcs, pixies, sprites, troglodytes, and others. Thus, a 10th-level fighter could be charmed, but an ogre could not. The person is allowed a Saving Throw vs. Spell to negate the effect. @@ -20859,14 +19015,14 @@ Saving Throw: Neg. When casting a Stinking Cloud spell, the wizard creates a billowing mass of nauseous vapors up to 90 ft. away fromposition. Any creature caught within the cloud must roll a successful Saving Throw vs. Poison at +2 or be sent reeling and fall down for 1d2 rounds. Those who make successful Saving Throws can leave the cloud without suffering any ill effects, although those remaining in the cloud must continue to save each round. A Dispel Magic will remove the nausea on a particular character, but if they remain in the cloud, then they are still subject to its effects.
Stinking Cloud +(Invocation) -School: Invocation Level: 2 Range: 12 meters Duration: 9 seconds Casting time: 2 Area of Effect: 4,5 meters' radius -Saving Throw: TODO +Saving Throw: Neg. When casting a Stinking Cloud spell, the wizard creates a billowing mass of nauseous vapors up to 90 ft. away fromposition. Any creature caught within the cloud must roll a successful Saving Throw vs. Poison at +2 or be sent reeling and fall down for 1d2 rounds. Those who make successful Saving Throws can leave the cloud without suffering any ill effects, although those remaining in the cloud must continue to save each round. A Dispel Magic will remove the nausea on a particular character, but if they remain in the cloud, then they are still subject to its effects. @@ -20887,10 +19043,10 @@ Level: 2 Range: 18 meters -Duration: 7 seconds +Duration: Instant Casting time: 1 Area of Effect: 1 creature -Saving Throw: TODO +Saving Throw: None The spell speaks for itself, baby! @@ -20908,14 +19064,14 @@ Saving Throw: Neg. The Polymorph Other spell is a powerful magic that permanently alters the form of the creature affected. Mental attributes are not affected, and the target does not receive the special abilities of the new form. However all physical attributes are changed to adhere to the new form. This is a specific version of the spell in that the recipient will be transformed into a squirrel unless a Save vs. Petrification/Polymorph is made successfully. The transformation is instant and permanent until a Dispel Magic is cast successfully upon the affected creature. The natural attacks of the new form also become available and all clothes and equipment that the target was wearing will mold into the new form.
Polymorph Other +(Alteration) -School: Alteration Level: 4 Range: 12 meters Duration: 80 seconds Casting time: 4 Area of Effect: 1 creature -Saving Throw: TODO +Saving Throw: Neg. The Polymorph Other spell is a powerful magic that permanently alters the form of the creature affected. Mental attributes are not affected, and the target does not receive the special abilities of the new form. However all physical attributes are changed to adhere to the new form. This is a specific version of the spell in that the recipient will be transformed into a squirrel unless a Save vs. Petrification/Polymorph is made successfully. The transformation is instant and permanent until a Dispel Magic is cast successfully upon the affected creature. The natural attacks of the new form also become available and all clothes and equipment that the target was wearing will mold into the new form. @@ -20933,14 +19089,14 @@ Saving Throw: Neg. The Polymorph Other spell is a powerful magic that permanently alters the form of the creature affected. Mental attributes are not affected, and the target does not receive the special abilities of the new form. However all physical attributes are changed to adhere to the new form. This is a specific version of the spell in that the recipient will be transformed into a squirrel unless a Save vs. Petrification/Polymorph is made successfully. The transformation is instant and permanent until a Dispel Magic is cast successfully upon the affected creature. The natural attacks of the new form also become available and all clothes and equipment that the target was wearing will mold into the new form.
Polymorph Other +(Alteration) -School: Alteration Level: 4 Range: 12 meters Duration: Instant Casting time: 4 Area of Effect: 1 creature -Saving Throw: TODO +Saving Throw: None The Polymorph Other spell is a powerful magic that permanently alters the form of the creature affected. Mental attributes are not affected, and the target does not receive the special abilities of the new form. However all physical attributes are changed to adhere to the new form. This is a specific version of the spell in that the recipient will be transformed into a squirrel unless a Save vs. Petrification/Polymorph is made successfully. The transformation is instant and permanent until a Dispel Magic is cast successfully upon the affected creature. The natural attacks of the new form also become available and all clothes and equipment that the target was wearing will mold into the new form. @@ -20959,14 +19115,14 @@ A Dispel Magic spell removes magical effects upon anyone within the area. This includes effects given from spells, potions and certain magical items such as wands. It does not, however, affect enchanted magical items or spell protections such as Spell Turning and Spell Deflection. The chance of the dispel succeeding is determined by the level of the caster and the level of the magic being dispelled. The base chance of successfully dispelling is 50%. For every level that the caster of the Dispel Magic is above the original caster,chance of success increases by 5%. For every level that the caster of Dispel Magic is below the original caster, chance of success decreases by 10%. However, despite the difference in levels, there is always at least a 5% chance of success or failure. Thus, if a caster is 10 levels higher than the magic is trying to dispel, there is only a 5% chance of failure. Similarly if the caster is 4 levels lower than the magic is trying to dispel, there is only a 10% chance of success. Intuitively, this spell is almost useless if the target is 5 or more levels higher than the caster. Note: While this spell dispels the individual effects of Grease, Web, Stinking Cloud, and other such spells, it does not dispel the area of effect.
Dispel Magic +(Abjuration) -School: Abjuration Level: 3 Range: 6 meters Duration: Instant Casting time: 1 Area of Effect: 1 creature -Saving Throw: TODO +Saving Throw: None A Dispel Magic spell removes magical effects upon anyone within the area. This includes effects given from spells, potions and certain magical items such as wands. It does not, however, affect enchanted magical items or spell protections such as Spell Turning and Spell Deflection. The chance of the dispel succeeding is determined by the level of the caster and the level of the magic being dispelled. The base chance of successfully dispelling is 50%. For every level that the caster of the Dispel Magic is above the original caster,chance of success increases by 5%. For every level that the caster of Dispel Magic is below the original caster, chance of success decreases by 10%. However, despite the difference in levels, there is always at least a 5% chance of success or failure. Thus, if a caster is 10 levels higher than the magic is trying to dispel, there is only a 5% chance of failure. Similarly if the caster is 4 levels lower than the magic is trying to dispel, there is only a 10% chance of success. Intuitively, this spell is almost useless if the target is 5 or more levels higher than the caster.