Spells

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A repository of various additional spells approved by GMs from outside the core ruleset. Most of the below are for Beguilers like Xavier and Sanadhil x*Beguilers Are Love*x

See also

Players Handbook II

Blinding color surge

  • Illusion (Glamer)
  • Level: Beguiler 2, sorcerer/wizard 2
  • Components: V, S, F
  • Casting time: 1 standard action
  • Range: Medium (100' + 10'/lv)
  • Targets: You and one creature
  • Duration: 1 rd/lv
  • Saving throw: Will negates
  • Spell resistance: Yes
  • The colour is stripped from the caster's body and turned into a lance of energy which hurls towards the target. The target must make a will save or be blinded for one round. Even if the target succeeds on its save, the caster gains the benefit of the invisibility spell for the duration of the spell.
  • Focus: A small prism.
  • Players Handbook II, p. 104

Crown of veils

  • Illusion (Figment)
  • Level: Bard 2, Beguiler 3, sorcerer/wizard 3
  • Components: V, S, F
  • Casting time: 1 standard action
  • Range: Touch
  • Targets: Creature touched
  • Duration: 1 h/lv (D) or until discharged
  • Saving throw: Will negates (harmless)
  • Spell resistance: Yes (harmless)
  • This spell creates a magic crown of illusion magic. The target gains +2 competence on Hide and Disguise. As an immediate action the crown can be discharged to gain a single +8 bonus on Hide or Disguise. The crown occupies space on the head like a headband, hat or helm. If removed, the spell ends.
  • Focus: A brass hoop 6 inches in diameter
  • Players Handbook II, p. 108

Halt

  • Transmutation
  • Level: Bard 3, beguiler 3, duskblade 3, sorcerer/wizard 3
  • Components: V
  • Casting time: 1 immediate action
  • Range: Close (25' + 5'/2Lv)
  • Target: 1 creature
  • Duration: 1 round
  • Saving throw: Will negates
  • Spell resistance: Yes
  • The creature becomes momentarily stuck to the floor and cannot move farther in its current turn. It must be cast before target ends current turn movement to gain benefit. (Does not apply to creatures not touching the ground, does not block teleports.)
  • Players Handbook II, p. 114

Hesitate

  • Enchantment (Compulsion) [Mind-Affecting]
  • Level: Bard 3, beguiler 3, cleric 3, sorcerer/wizard 3
  • Components: V, S
  • Casting time: 1 immediate action
  • Range: Close (25' + 5'/2Lv)
  • Target: 1 living creature
  • Duration: 1 rd/Lv (D); see text
  • Saving throw: Will negates; see text
  • Spell resistance: Yes
  • On a failed save the target can take no action but a move action. Spell does not grant attack bonuses against target, in fact if caster attacks, spell ends. Target can attempt a swift action to make a new save at the beginning of each turn. Must be cast at the start of opponent's turn to gain benefit.
  • Players Handbook II, p. 114

Inevitable defeat

  • Enchantment (Compulsion) [Mind-Affecting]
  • Level: Beguiler 3, sorcerer/wizard 3
  • Components: V, S
  • Casting time: 1 standard action
  • Range: Touch
  • Duration: 1 rd/lv
  • Saving throw: None / Will negates (see text)
  • Spell resistance: Yes
  • Deal 3d6 nonlethal damage. Each round for the duration the target must succeed on a Will save or take an additional 3d6 nonlethal. Spell ends on first successful Will Save.
  • Players Handbook II, p. 115

Legion of sentinels

  • Illusion (Shadow)
  • Level: Beguiler 3, sorcerer/wizard 3
  • Components: V, S, M
  • Casting time: 1 standard action
  • Range: Close (25' + 5'/2lv)
  • Area: 10' radius emanation centered on a point in space
  • Duration: 1 rd/lv
  • Saving throw: None
  • Spell resistance: No
  • An incorporeal fighter appears in each square, and can share space with another creature or object. They do not hinder movement, block terrain or block line of effect. Each threatens the squares adjacent to it and can make AOO, dealing 1d8+1/3Lv(max+5). They can flank with each other and your allies. Each has HP equal to twice caster level, and an AC of 25. It makes saving throws and checks with a bonus equal to caster level.
  • Players Handbook II, p. 116

Mirror image, Greater

  • Illusion (Figment)
  • Level: Bard 4, beguiler 4, sorcerer/wizard 4
  • Components: V, S
  • Casting time: 1 immediate action
  • Range: Personal; see text for mirror image (PHB 254)
  • Target: Self
  • Duration: 1 minute/level (D)
  • This spell functions like Mirror image except that an additional image is created each round after the first, up to a maximum of eight concurrent images. If all images are destroyed, the spell ends. You can cast this spell when it is not your turn.

Phantom battle

  • Illusion (Figment)
  • Level: Bard 3, beguiler 4, sorcerer/wizard 4
  • Components: V, S
  • Casting time: 1 standard action
  • Range: Medium (100' + 10'/lv)
  • Area: 20' radius spread
  • Duration: 1 rd/lv
  • Saving throw: Will negates
  • Spell Resistance: Yes
  • This spell creates the illusion of chaotic battle. All creatures in the area who fail their throw are unable to make attacks of opportunity. All creatures within the area are considered flanked. The effects end if a creature leaves the area, upon reentering another save is required. When cast, the caster can chose for it not to affect a number of allies up to the caster level.

Rouse

  • Enchantment (Compulsion) [Mind-Affecting]
  • Level: Beguiler 1, duskblade 1, sorcerer/wizard 1
  • Components: V, S
  • Casting time: 1 standard action
  • Range: Close (25' + 5'/lv)
  • Area: 10'-radius burst
  • Duration: Instantaneous
  • Saving throw: None
  • Spell resistance: No
  • With a loud snap of the caster's fingers, all sleeping creatures in the area awaken.
  • Players Handbook II, p. 123

Stay the hand

  • Enchantment (Charm) [Mind-Affecting]
  • Level: Bard 1, beguiler 2, cleric 2, sorcerer/wizard 2
  • Components: V
  • Casting time: 1 immediate action
  • Range: Medium (100' + 10'/lv)
  • Target: 1 humanoid
  • Duration: Instantaneous
  • Saving throw: Will negates
  • Spell resistance: Yes
  • If the target fails his save, it refrains from attacking or targeting the caster for the remainder of the round. This spell can be cast during the target's turn, after the target announces its intention to target the caster. If the target was attacking and becomes subject to the spell it can pick a new target, but it takes a -4 circumstance penalty on the attack roll. If it was casting a spell, it can redirect the spell, but must succeed on a Concentration check (DC 15+Lv) or the spell is wasted.
  • Players Handbook II, p. 126

Vertigo

  • Illustion (Phantasm) [Fear, Mind-affecting]
  • Level: Bard 2, beguiler 2, sorcerer/wizard 2
  • Components: V, S
  • Casting time: 1 standard action
  • Range: Close (25' + 5'/lv)
  • Target: One living creature
  • Duration: 1 rd/lv (D)
  • Saving throw: Will disbelief
  • Spell resistance: No
  • The target is dizzied by the sensation of falling. It must succeed on a DC 10 balance check each round to make a move action. If the target fails, it cannot move, if it fails by more than 5, it falls prone. While affected the target also takes a -2 penalty on all attack rolls and saving throws. Airborne creatures receive a +4 bonus to resist and do not have to make a balance check.
  • Players Handbook II, p. 127

Vertigo field

  • Illustion (Pattern)
  • Level: beguiler 3, sorcerer/wizard 3
  • Components: V, S
  • Casting time: 1 standard action
  • Range: Medium (100' + 10'/lv)
  • Area: 20' radius spread
  • Duration: 1 rd/lv
  • Saving throw: Fortitude partial; see text
  • Spell resistance: Yes
  • The area within the field counts as difficult terrain, and attacks made into, through or from inside of the field have a 20% miss chance. A creature that begins its turn inside the field must make a fortitude save or become nauseated for 1 rd. Once a creature fails its save it does not have to make another save against it. You can chose a number of allies up to your caster level to protect from the nauseating effect only.
  • Players Handbook II, p. 128

Whelm

  • Enchantment (Compulsion) [Mind-Affecting]
  • Level: Beguiler 1, sorcerer/wizard 1
  • Components: V, S
  • Casting time: 1 standard action
  • Range: Close (25' + 5'/lv)
  • Target: One living creature
  • Duration: Instantaneous
  • Saving throw: Will negates
  • Spell resistance: Yes
  • The target takes 1d6 points of nonlethal damage, plus 1d6 points for every two levels beyond first. (Max 5d6 @ Lv9.)
  • Players Handbook II, p. 128

Whelm, Mass

  • Enchantment (Compulsion) [Mind-affecting]
  • Level: Beguiler 4, sorcerer/wizard 4
  • Component: V, S
  • Casting time: 1 standard action
  • Range: Close (25'+5'/2lv)
  • Targets: One living creature/lv
  • Duration: Instantaneous
  • Saving throw: Will negates
  • Spell resistance: Yes
  • Like whelm. Affects multiple targets, 1d6/lv to each to a max of 10d6.

Whelming blast

  • Enchantment (Compulsion) [Mind-Affecting]
  • Level: Beguiler 2, sorcerer/wizard 2
  • Components: V, S
  • Casting time: 1 standard action
  • Range: 30'
  • Area: Cone-shaped burst
  • Duration: Instantaneous
  • Saving throw: Will negates
  • Spell resistance: Yes
  • All creatures in the area take 1d6 points of nonlethal damage per two caster levels. (Max 5d6 @ Lv10.)
  • Players Handbook II, p. 128