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У Вэй Old
22.06.2015 00:35
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Сюда кину спеллки и маневры, чтобы не искать долго.

Kung Fu Genius
( Dragon Compendium) [General]

Some styles of martial arts require the student to memorize advanced medical text's and anatomical charts. These styles favor the intellectual over the introspective.
Prerequisite
INT 13, Must be gained at or before the first level of the monk class is taken,
Benefit
You use your Intelligence modifier rather than Wisdom modifier for all monk special abilities that normally rely on Wisdom.

CLOUDY CONJURATION
Your conjured creations and summoned beings appear in a puff of sickening black smoke, and you vanish in a cloud of the same when you teleport.
Prerequisite: Spell Focus (conjuration) or conjurer level 1st.
Benefit: When you cast a conjuration spell, you can choose to have a 5-foot-radius cloud of sickening smoke manifest. The cloud can appear in your space, adjacent to you, or in the space of or adjacent to your target (if any).
The cloud lasts for 1 round. Any living creature is sickened while inside it (but not after exiting). The cloud in all other ways acts like a small area of the fog cloud spell. Creatures immune to poison are immune to the sickening effect. The cloud appears in conjunction with the spell taking effect (not before or after). Any creature you call or summon with the spell is immune to the sickening effect of the cloud.
Special: A conjurer can select this feat as a wizard bonus feat.

Each reserve feat's primary benefit is a supernatural ability usable at will. Unless stated otherwise, it requires a standard action to activate and does not provoke attacks of opportunity. If a saving throw is allowed, the DC is equal to 10 + the level of the spell allowing the ability's use + the ability modifier you would apply to that spell's save DC. For example, if a wizard with a +3 Intelligence modifier and a reserved 3rd-level sonic spell succeeds on a touch attack using the Clap of Thunder reserve feat, she causes the target to make a successful DC 16 Fortitude save or be deafened.



МАНЕВРЫ

BURNING BRAND
Desert Wind (Boost) [Fire]
Level: Swordsage 2
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: End of turn
Your weapon transforms into a roaring gout of flame. As you swing your burning blade, it stretches out beyond your normal reach to scorch your foes.
When you initiate this maneuver, your weapon turns into a burning brand for the rest of your turn. The brand increases your reach by 5 feet, and your melee attacks made with the brand deal fire damage equal to your normal melee damage. You still gain all the normal benefits from a high Strength score,
feats, and other effects that increase your melee damage. For example, an attack with a longsword that normally deals 1d8+4 points of slashing damage would instead deal 1d8+4 points of fire damage. You otherwise attack with your weapon as normal.
This maneuver is a supernatural ability.

ZEPHYR DANCE
Desert Wind (Counter)
Level: Swordsage 3
Prerequisite: One Desert Wind maneuver
Initiation Action: 1 immediate action
Range: Personal
Target: You
Duration: Instantaneous; see text
You spin gracefully away from a foe’s attack, whirling like the desert zephyr racing across the sands. Your enemy’s blade barely touches your cloak as you nimbly dodge aside.
You gain a +4 dodge bonus to AC against a single attack. You can choose to use this maneuver after an opponent resolves his attack but before he determines damage.

CLEVER POSITIONING
Setting Sun (Strike)
Level: Swordsage 2
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Saving Throw: Reflex partial
With a swift flurry of motion, you knock you foe off balance, slip into his space, and force him into the spot you just occupied.
You make a melee attack, and while your opponent is slightly off balance from your blow, you find the leverage needed to pull him into your space while moving into his space. As part of this maneuver, you make a single melee attack against a target. If your attack hits, the target takes damage normally and must make a Reflex save (DC 12 + your Dex modifier). If this save fails, you swap positions with the target. If the target is Large or larger, you can occupy any of the squares that make up its space. The target must in turn occupy the square, or one of the squares, you previously occupied. You cannot use this maneuver if you or the target would end up sharing the same space as another creature or an impassable terrain feature, such as a wall. If your target occupies a larger space than you do, he chooses his final position according to the guidelines given above.

CLOAK OF DECEPTION
Shadow Hand (Boost)
Level: Swordsage 2
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: End of turn
The shadows around you seem to surge forward and engulf you. For a brief moment, they render you invisible.
When you initiate this maneuver, you turn invisible, as the greater invisibility spell (PH 245). You remain invisible until the end of your current turn. This maneuver is a supernatural ability.

SHADOW JAUNT
Shadow Hand [Teleportation]
Level: Swordsage 2
Initiation Action: 1 standard action
Range: 50 ft.
Target: You
A cloud of shadow energy engulfs you, spins into a tiny mote, and disappears. A moment later, this shadowy cloud appears across the battlefield and expels you from it.
As part of this maneuver, you disappear in a cloud of darkness and teleport up to 50 feet away. You must have line of sight and line of effect to your destination. If you attempt to use this maneuver to move into an occupied space, you do not move, and the maneuver is expended but has no effect.

DANCE OF THE SPIDER
Shadow Hand (Stance)
Level: Swordsage 3
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
Black, shadowy energy covers your hands and feet, allowing you to scuttle across the walls and ceiling like a lurking spider.
While you are in this stance, you gain a benefit similar to the spider climb spell (PH 283). You gain a climb speed of 20 feet. You do not need to make a Climb check to traverse a vertical or horizontal surface, even if you attempt to move across a ceiling. You retain your Dexterity bonus to AC while climbing, and you must have at least one hand free to support yourself while you climb. You do not take any penalties, nor do your opponents gain any bonus when attacking you, while you climb. You cannot take a run action while climbing in this manner.

MOUNTAIN HAMMER
Stone Dragon (Strike)
Level: Crusader 2, swordsage 2, warblade 2
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature or unattended object
Like a falling avalanche, you strike with the weight and fury of the mountain.
As part of this maneuver, you make a single melee attack. This attack deals an extra 2d6 points of damage and automatically overcomes damage reduction and hardness.
Отредактировано 07.07.2015 в 22:02
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У Вэй Old
22.06.2015 00:35
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SPELLS

CALTROPS
(Spell Compendium, p. 42)
Conjuration (Creation)
Level: Sorcerer 0, Wizard 0,
Components: V, S,
Casting Time: 1 standard action
Range: Close (25ft. + 5ft./2 levels)
Area: See text
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No

You speak the words and spread your palm open, as if you were throwing jacks. Coppery sparks spring from your palm, filling the corridor with small four-pronged spikes.

A caltrops spell covers one 5-foot-by-5-foor square with caltrops. Every time a creature moves into an area covered by caltrops or spends a round fighting while standing in such an area, it might step on one. The caltrops make one attack roll (+0 melee) against the creature. For this attack, the target 's shield and deflection bonuses do not count, nor does its armor bonus for armor worn. A target wearing shoes or other footwear gains a +2 armor bonus to Armor Class (which does count). If the caltrops succeed on the attack, the creature has stepped on one.

A successful attack by a caltrop deals 1 point of damage. If the target is Small, Medium, or Large, its land speed is reduced by one half because of the injury. This movement penalty lasts for 24 hours, until the creature is successfully treated with a DC 15 Heal check, or until it receives at least 1 point of magical healing. A charging or running creature must immediately stop if it steps on a caltrop. Any creature moving at half speed or slower can pick its way through a bed of caltrops with no trouble.

The DM judges the effectiveness of caltrops against unusual opponents or opponents outside the size range given above. A giant centipede, for example, can scramble among the caltrops with no chance of hurting itself, and a fire giant wearing thick, massive boots might be immune to their attacks.

For every two caster levels beyond 1st, you can affect an additional 5-foot-by-5-foot square, and the caltrops' attack bonus increases by 1. Thus, you affect two squares at 3rd level (+1 melee), three at 5th level (+2 melee), four at 7th level (+3 melee), and a maximum of five at 9th level or higher (+4 melee maximum).

Multiple caltrops spells (or mundane caltrops) occupying the same space have no additional effect.


Benign Transposition
(Spell Compendium, p. 27)
Conjuration (Teleportation)
Level: Wizard 1, Sorcerer 1,
Components: V,
Casting Time: 1 Standard Action
Range: Medium (100 ft. + 10 ft./level)
Target: Two willing creatures of up to Large size
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

Calling out the arcane words, you suddenly stand where your companion was, and he has taken your place, outside the reach of his foes.

Two target creatures, of which you can be one, instantly swap positions. Both subjects must be within range. Objects carried by the creatures (up to the creatures' maximum loads) go with them, but other creatures do not, even if they are carried. The movement is instantaneous and does not provoke attacks of opportunity.

Blockade
(Complete Scoundrel, p. 95)

Conjuration (Creation)
Level: Druid 1, Ranger 1, Sorcerer 1, Wizard 1, Consecrated Harrier 1,
Components: V, S, M,
Casting Time: 1 swift action
Range: 0 ft.
Effect: 5-ft. cube of wood
Duration: 3 rounds
Saving Throw: No
Spell Resistance: None

You drop a tiny wooden block before you. It rapidly begins growing and hits the ground with a heavy thud, now a perfect 5-foot cube of dense wood.

You call a cube of solid wood, 5 feet on a side, into being. The cube must be created upon solid ground in an empty square. If no solid surface exists that is large enough for the cube to fit on, or if no adjacent square is empty, the spell fails.

The cube weighs 2,000 pounds. It has a hardness of 5 and 600 hit points, and it completely fills one 5-foot square. Multiple cubes can be stacked. If it is pushed into water, the cube floats.

Material Component: A block of wood, less than 3 inches on a side.


Ebon Eyes
(Spell Compendium, p. 77)
Transmutation
Level: Assassin 1, Cleric 1, Sorcerer 1, Wizard 1, Spellthief 1,
Components: V, S, M,
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 10 minutes/level
Saving Throw: None
Spell Resistance: Yes (Harmless)

The subject of this spell gains the ability to see normally in natural and magical darkness, although it does not otherwise improve the subject's ability to see in natural dark or shadowy conditions. The subject ignores the miss chance due to lack of illumination other than total darkness. While the spell is in effect, a jet· black film covers the subject's eyes, a visual effect that gives the spell its name.

Material Component: A pinch of powdered black gemstone of any type.


Grease
(Player's Handbook v.3.5, p. 237)
Conjuration (Creation)
Level: Bard 1, Sorcerer 1, Wizard 1, Sha'ir 1, Death Master 1, Jester 1, Savant 1 (Arcane), Magewright 1, Gnome Artificer 1, Slime 1, Ooze (FC1) 1,
Components: V, S, M,
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One object or a 10-ft. square
Duration: 1 round/level (D)
Saving Throw: See text
Spell Resistance: No

A grease spell covers a solid surface with a layer of slippery grease. Any creature in the area when the spell is cast must make a successful Reflex save or fall. This save is repeated on your turn each round that the creature remains within the area. A creature can walk within or through the area of grease at half normal speed with a DC 10 Balance check. Failure means it can't move that round (and must then make a Reflex save or fall), while failure by 5 or more means it falls (see the Balance skill for details).

The DM should adjust saving throws by circumstance. For example, a creature charging down an incline that is suddenly greased has little chance to avoid the effect, but its ability to exit the affected area is almost assured (whether it wants to or not).

The spell can also be used to create a greasy coating on an item—a rope, ladder rungs, or a weapon handle, for instance. Material objects not in use are always affected by this spell, while an object wielded or employed by a creature receives a Reflex saving throw to avoid the effect. If the initial saving throw fails, the creature immediately drops the item. A saving throw must be made in each round that the creature attempts to pick up or use the greased item. A creature wearing greased armor or clothing gains a +10 circumstance bonus on Escape Artist checks and on grapple checks made to resist or escape a grapple or to escape a pin.

Material Component: A bit of pork rind or butter.

Guided Shot
(Spell Compendium, p. 108)
Divination
Level: Ranger 1, Sorcerer 1, Wizard 1, Spellthief 1, Consecrated Harrier 1,
Components: V,
Casting Time: 1 swift action
Range: Personal
Target: You
Duration: 1 round

With a guttural utterance made with unmoving lips, you magically focus your attention on a distant foe. Upon aiming your weapon, you note how clearly defined your intended target is.

While this spell is in effect, your ranged attacks do not take a penalty due to distance. In addition, your ranged attacks ignore the AC bonus granted to targets by anything less than total cover, and also ignore the miss chance granted to targets by anything less than total concealment.

This spell does not provide any ability to exceed the maximum range of the weapon with which you are attacking, nor does it confer any ability to attack targets protected by total cover.

Nerveskitter
(Spell Compendium, p. 146)

Transmutation
Level: Sorcerer 1, Wizard 1, Spellthief 1,
Components: V, S,
Casting Time: 1 immediate action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: 1 round
Saving Throw: None (harmless)
Spell Resistance: Yes

You suffuse your ally with a brief, blue glow. He jerks away from you, as if he can anticipate your next action.

You cast this spell when you and your party roll for initiative. Unlike other immediate actions, you can cast this spell while flat-footed. You enhance the subject's reactions in combat, granting it a +5 bonus on its initiative check for the current encounter. If the subject does not make an initiative check within 1 round, this spell has no effect.

Baleful Transposition
(Spell Compendium, p. 23)

Conjuration (Teleportation)
Level: Sorcerer 2, Wizard 2,
Components: V,
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: Two creatures of up to Large size
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: Yes

Seeing your friend imperiled, you cast about for a likely target and settle upon a nearby foe. With a word, your ally stands free while your foe faces death.

Two target creatures, of which you can be one, instantly swap positions. A solid object such as the ground, a bridge, or a rope must connect the creatures. Both subjects must be within range. Objects carried by the creatures (up to the creatures' maximum loads) go with them, but other creatures do not, even if they are carried. The movement is instantaneous and does not provoke attacks of opportunity.

If either creature succeeds on its Will save, the spell is negated.

Combust
(Spell Compendium, p. 50)
Evocation [Fire]
Level: Sorcerer 2, Wizard 2,
Components: V, S, M,
Casting Time: 1 standard action
Range: Touch
Target: Touched creature or combustible object that weighs no more than 25 lb./level
Duration: Instantaneous; see text
Saving Throw: Reflex partial
Spell Resistance: Yes

You rub the oil against the flint and murmur the ancient words, touching your target. It immediately smolders and then bursts into bright flames.

This spell makes a combustible object or a creature's combustible equipment burst into flame, even if damp.

If the target is a creature, the initial eruption of flame causes 1d8 points of fire damage per caster level (maximum 10d8) with no saving throw. Further, the creature must make a DC 15 Reflex save or catch fire (DMG 303).

If the target is a combustible, unattended object, the initial eruption of flame deals fire damage to the object as noted above. The object catches fire and takes 1d6 points of fire damage each round until consumed or someone puts out the fire.

Material Component: A drop of oil and a piece of flint.


Mirror Image
(Player's Handbook v.3.5, p. 254)
Illusion (Figment)
Level: Bard 2, Bladesinger 2, Hexblade 2 (Arcane), Court Herald 2, Jester 2, Sha'ir 2, Beguiler 2, Vigilante 2, Adept 2, Wizard 2, Sorcerer 2, Spellthief 2,
Components: V, S,
Casting Time: 1 standard action
Range: Personal; see text
Target: You
Duration: 1 min./level (D)

Several illusory duplicates of you pop into being, making it difficult for enemies to know which target to attack. The figments stay near you and disappear when struck.

Mirror image creates 1d4 images plus one image per three caster levels (maximum eight images total). These figments separate from you and remain in a cluster, each within 5 feet of at least one other figment or you. You can move into and through a mirror image. When you and the mirror image separate, observers can't use vision or hearing to tell which one is you and which the image. The figments may also move through each other. The figments mimic your actions, pretending to cast spells when you cast a spell, drink potions when you drink a potion, levitate when you levitate, and so on.

Enemies attempting to attack you or cast spells at you must select from among indistinguishable targets. Generally, roll randomly to see whether the selected target is real or a figment. Any successful attack against an image destroys it. An image's AC is 10 + your size modifier + your Dex modifier. Figments seem to react normally to area spells (such as looking like they're burned or dead after being hit by a fireball).

While moving, you can merge with and split off from figments so that enemies who have learned which image is real are again confounded.

An attacker must be able to see the images to be fooled. If you are invisible or an attacker shuts his or her eyes, the spell has no effect. (Being unable to see carries the same penalties as being blinded).


Rope Trick
(Player's Handbook v.3.5, p. 273)
Transmutation
Level: Sorcerer 2, Wizard 2, Wu Jen 2, Sha'ir 2, Jester 2, Urban Druid 2, Spellthief 2,
Components: V, S, M,
Casting Time: 1 standard action
Range: Touch
Target: One touched piece of rope from 5 ft. to 30 ft. long
Duration: 1 hour/level (D)
Saving Throw: None
Spell Resistance: No

When this spell is cast upon a piece of rope from 5 to 30 feet long, one end of the rope rises into the air until the whole rope hangs perpendicular to the ground, as if affixed at the upper end. The upper end is, in fact, fastened to an extradimensional space that is outside the multiverse of extradimensional spaces ("planes"). Creatures in the extradimensional space are hidden, beyond the reach of spells (including divinations), unless those spells work across planes. The space holds as many as eight creatures (of any size). Creatures in the space can pull the rope up into the space, making the rope "disappear". In that case, the rope counts as one of the eight creatures that can fit in the space. The rope can support up to 16,000 pounds. A weight greater than that can pull the rope free.

Spells cannot be cast across the extradimensional interface, nor can area effects cross it. Those in the extradimensional space can see out of it as if a 3-foot-by-5-foot window were centered on the rope. The window is present on the Material Plane, but it's invisible, and even creatures that can see the window can't see through it. Anything inside the extradimensional space drops out when the spell ends. The rope can be climbed by only one person at a time. The rope trick spell enables climbers to reach a normal place if they do not climb all the way to the extradimensional space.

Note: It is hazardous to create an extradimensional space within an existing extradimensional space or to take an extradimensional space into an existing one.

Material Component: Powdered corn extract and a twisted loop of parchment.


Wraithstrike
(Spell Compendium, p. 243)
Transmutation
Level: Sorcerer 2, Wizard 2, Spellthief 2, Assassin 3,
Components: V, S,
Casting Time: 1 swift action
Range: Personal
Target: You
Duration: 1 round

By presenting your weapon with an overly dramatic flourish and calling out with a sickly-sounding moan, you complete the spell. As you do so, your weapon becomes translucent almost to the point that you cannot see it, though it still weighs as heavily in your hand.

While this spell is in effect, your melee attacks are resolved as melee touch attacks rather than normal melee attacks.

Web
(Player's Handbook v.3.5, p. 301)
Conjuration (Creation)
Level: Sorcerer 2, Wizard 2, Adept 2, Sha'ir 2, Death Master 2, Ooze (FC1) 2,
Components: V, S, M,
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: Webs in a 20-ft.-radius spread
Duration: 10 min./level (D)
Saving Throw: Reflex negates; see text
Spell Resistance: No

Web creates a many-layered mass of strong, sticky strands. These strands trap those caught in them. The strands are similar to spider webs but far larger and tougher. These masses must be anchored to two or more solid and diametrically opposed points—floor and ceiling, opposite walls, or the like—or else the web collapses upon itself and disappears. Creatures caught within a web become entangled among the gluey fibers. Attacking a creature in a web won't cause you to become entangled.

Anyone in the effect's area when the spell is cast must make a Reflex save. If this save succeeds, the creature is entangled, but not prevented from moving, though moving is more difficult than normal for being entangled (see below). If the save fails, the creature is entangled and can't move from its space, but can break loose by spending 1 round and making a DC 20 Strength check or a DC 25 Escape Artist check. Once loose (either by making the initial Reflex save or a later Strength check or Escape Artist check), a creature remains entangled, but may move through the web very slowly. Each round devoted to moving allows the creature to make a new Strength check or Escape Artist check. The creature moves 5 feet for each full 5 points by which the check result exceeds 10.

If you have at least 5 feet of web between you and an opponent, it provides cover. If you have at least 20 feet of web between you, it provides total cover (see Cover, page 150).

The strands of a web spell are flammable. A magic flaming sword can slash them away as easily as a hand brushes away cobwebs. Any fire—a torch, burning oil, a flaming sword, and so forth—can set the webs alight and burn away 5 square feet in 1 round. All creatures within flaming webs take 2d4 points of fire damage from the flames.

Web can be made permanent with a permanency spell. A permanent web that is damaged (but not destroyed) regrows in 10 minutes.

Material Component: A bit of spider web.

Bands of Steel
(Spell Compendium, p. 24)
Conjuration (Creation)
Level: Sorcerer 3, Wizard 3,
Components: V, S, M,
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: One Medium or smaller creature
Duration: 1 round/level
Saving Throw: Reflex partial
Spell Resistance: No

The interlocking hoops become briefly hot then disappear even as similar, larger bands streak from your outstretched hand toward the creature you indicate. With a satisfying metallic clank, the bands wrap around the indicated creature.

The victim must succeed on a Reflex save or be immobilized and thus unable to move. If the saving throw succeeds, the victim is only partially trapped by the bands, and is entangled.

A creature immobilized by the bands can attempt to escape as a full- round action, either by bursting free
(Strength DC 18) or wriggling out (Escape Artist DC 18).

An entangled creature can use a full- round action to break free (Strength DC 13) or disentangle itself (Escape Artist DC 13).

Material Component: Three small silver hoops, interlocked.


Fly
(Player's Handbook v.3.5, p. 232)
Transmutation
Level: Sorcerer 3, Wizard 3, Knight of the Weave 3, Sha'ir 3, Gnome Artificer 3, Spellthief 3, Travel 3,
Components: V, S, AF, DF,
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 min./level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

The subject can fly at a speed of 60 feet (or 40 feet if it wears medium or heavy armor, or if it carries a medium or heavy load). It can ascend at half speed and descend at double speed, and its maneuverability is good. Using a fly spell requires only as much concentration as walking, so the subject can attack or cast spells normally. The subject of a fly spell can charge but not run, and it cannot carry aloft more weight than its maximum load, plus any armor it wears.

Should the spell duration expire while the subject is still aloft, the magic fails slowly. The subject floats downward 60 feet per round for 1d6 rounds. If it reaches the ground in that amount of time, it lands safely. If not, it falls the rest of the distance, taking 1d6 points of damage per 10 feet of fall. Since dispelling a spell effectively ends it, the subject also descends in this way if the fly spell is dispelled, but not if it is negated by an antimagic field.

Arcane Focus: A wing feather from any bird.


Magic Weapon, Greater
(Player's Handbook v.3.5, p. 251)
Transmutation
Level: Shugenja 3 (Earth), Death Master 3, Hexblade 3 (Arcane), Artificer 3, Paladin of Slaughter 3, Paladin of Tyranny 3, Bladesinger 3, Soldier of Light 3, Spellthief 3, Sha'ir 3, Wu Jen 3 (Metal), Paladin 3, Sorcerer 3, Wizard 3, Runescarred Berserker 3, Knight of the Weave 3, Duskblade 3, Knight of the Chalice 4, Justiciar of Taiia 4, Nentyar Hunter 4, Cleric 4, Celestia (SpC) 4, Dwarf (SpC) 4, Dwarf (FRCS) 4,
Components: V, S, M, DF,
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One weapon or fifty projectiles (all of which must be in contact with each other at the time of casting)
Duration: 1 hour/level
Saving Throw: Will negates (harmless, object)
Spell Resistance: Yes (harmless, object)

This spell functions like magic weapon, except that it gives a weapon an enhancement bonus on attack and damage rolls of +1 per four caster levels (maximum +5).

Alternatively, you can affect as many as fifty arrows, bolts, or bullets. The projectiles must be of the same kind, and they have to be together (in the same quiver or other container). Projectiles, but not thrown weapons, lose their transmutation when used. (Treat shuriken as projectiles, rather than as thrown weapons, for the purpose of this spell).

Arcane Material Component: Powdered lime and carbon.

Mage Armor, Greater
(Spell Compendium, p. 136)
Conjuration (Creation) [Force]
Level: Sorcerer 3, Wizard 3,
Components: V, S,
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 hour/level (D)
Saving Throw: Will negates (harmless)
Spell Resistance: No

An invisible sheen of armor-shaped force surrounds you.

This spell functions like mage armor (PH 249), except that it requires no material component and its tangible field of force provides a +6 armor bonus to Armor Class.


Mighty Wallop, Greater
(Races of the Dragon)
Transmutation
Level: Sorcerer 3, Wizard 3, Spellthief 3,
Components:
Duration: 1 hour/level

As mighty wallop, except that the bludgeoning melee weapon damage increases by one size category for every four caster levels you have, to a maximum of five size categories or up to an effective size of Colossal.
For a Small weapon that increases by more than one size category, begin by referring to the table in the mighty wallop spell description.
Once the weapon has been adjusted to an effective size of Medium, or if it was already a Medium or larger weapon, refer to Table 2-2: Increasing Damage by Weapon Size (DMG 28).


Arcane Eye
(Player's Handbook v.3.5, p. 200)
Divination (Scrying)
Level: Trapsmith 2, Sorcerer 4, Court Herald 4, Savant 4 (Arcane), Death Master 4, Sha'ir 4, Ebonmar Infiltrator 4, Hoardstealer 4, Wizard 4, Spellthief 4, Whispered Secrets 4,
Components: V, S, M,
Casting Time: 10 minutes
Range: Unlimited
Effect: Magical sensor
Duration: 1 min./level (D)
Saving Throw: None
Spell Resistance: No

You create an invisible magical sensor that sends you visual information. You can create the arcane eye at any point you can see, but it can then travel outside your line of sight without hindrance. An arcane eye travels at 30 feet per round (300 feet per minute) if viewing an area ahead as a human would (primarily looking at the floor) or 10 feet per round (100 feet per minute) if examining the ceiling and walls as well as the floor ahead. It sees exactly as you would see if you were there. The eye can travel in any direction as long as the spell lasts. Solid barriers block its passage, but it can pass through a hole or space as small as 1 inch in diameter. The eye can't enter another plane of existence, even through a gate or similar magical portal.

You must concentrate to use an arcane eye. If you do not concentrate, the eye is inert until you again concentrate.

Material Component: A bit of bat fur.


Evard's Black Tentacles
(Player's Handbook v.3.5, p. 228)
Conjuration (Creation)
Level: Sorcerer 4, Wizard 4, Warmage 4, Sha'ir 4, Death Master 4, Dread Necromancer 4, Blackwater (SW) 3, Dread Tyranny 4, Slime 5, Darkness (BoVD) 5,
Components: V, S, M,
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Area: 20-ft.-radius spread
Duration: 1 round/level (D)
Saving Throw: None
Spell Resistance: No

This spell conjures a field of rubbery black tentacles, each 10 feet long. These waving members seem to spring forth from the earth, floor, or whatever surface is underfoot—including water. They grasp and entwine around creatures that enter the area, holding them fast and crushing them with great strength.

Every creature within the area of the spell must make a grapple check, opposed by the grapple check of the tentacles. Treat the tentacles attacking a particular target as a Large creature with a base attack bonus equal to your caster level and a Strength score of 19. Thus, its grapple check modifier is equal to your caster level +8. The tentacles are immune to all types of damage.

Once the tentacles grapple an opponent, they may make a grapple check each round on your turn to deal 1d6+4 points of bludgeoning damage. The tentacles continue to crush the opponent until the spell ends or the opponent escapes.

Any creature that enters the area of the spell is immediately attacked by the tentacles. Even creatures who aren't grappling with the tentacles may move through the area at only half normal speed.

Material Component: A piece of tentacle from a giant octopus or a giant squid.


Orb of Fire
(Spell Compendium, p. 151)
Conjuration (Creation) [Fire]
Level: Sorcerer 4, Wizard 4,
Components: V, S,
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One orb of fire
Duration: Instantaneous
Saving Throw: Fortitude partial; see text
Spell Resistance: No

This spell functions like orb of acid, except that it deals fire damage. In addition, a creature struck by an orb of fire must make a Fortitude save or be dazed for 1 round instead of being sickened.


Otiluke's Resilient Sphere
(Player's Handbook v.3.5, p. 258)
Evocation [Force]
Level: Trapsmith 2, Sorcerer 4, Wizard 4, Sha'ir 4, Force (CD) 4,
Components: V, S, M,
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: 1-ft.-diameter/level sphere, centered around a creature
Duration: 1 min./level (D)
Saving Throw: Reflex negates
Spell Resistance: Yes

A globe of shimmering force encloses a creature, provided the creature is small enough to fit within the diameter of the sphere. The sphere contains its subject for the spell's duration. The sphere is not subject to damage of any sort except from a rod of cancellation, a rod of negation, a disintegrate spell, or a targeted dispel magic spell. These effects destroy the sphere without harm to the subject. Nothing can pass through the sphere, inside or out, though the subject can breathe normally. The subject may struggle, but the sphere cannot be physically moved either by people outside it or by the struggles of those within.

Material Component: A hemispherical piece of clear crystal and a matching hemispherical piece of gum arabic.


Draconic Might
(Spell Compendium, p. 72)

Transmutation
Level: Paladin 4, Sorcerer 5, Wizard 5,
Components: V, S,
Casting Time: 1 standard action
Range: Touch
Target: Living creature touched
Duration: 1 minute/level (D)
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)

_Upon casting this spell, your ally's face is covered briefly with a fine pattern of yellow scales, the scales, fade, but the golden radiance remains. The subject of the spell gains a +4 enhancement bonus to Strength, Constitution, and Charisma. It also gains a +4 enhancement bonus to natural armor. Finally, it has immunity to magic sleep and paralysis effects.

Special: Sorcerers cast this spell at +1 caster level.


Vitriolic Sphere
(Spell Compendium, p. 231)
Conjuration (Creation) [Acid]
Level: Sorcerer 5, Wizard 5,
Components: V, S, M,
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Area: 10-ft.-radius burst
Duration: Instantaneous; see text
Saving Throw: Reflex partial; see text
Spell Resistance: No

At the successful casting of the spell, you conjure a sizzling emerald sphere. The sphere immediately shatters, drenching all in the area with a potent acid.

Affected creatures take 6d6 points of acid damage. Creatures that succeed on their Reflex saving throws take half of this damage. Creatures that fail their Reflex saves take full damage, and also take 6d6 points of acid damage in each of the following 2 rounds.

Material Component: A tiny glass vial filled with aqua regia.
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DungeonMaster Petrovna
02.06.2016 23:47
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За первый день приключений Вэю 14988 эксп.
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