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Unique Spells of Andurin, part 2
Bisul’s Potent Projectile

Transmutation [Wild]
Level: Chaos Mage 1
Components: V, S
Casting Time: 1 action
Range: Close (25 ft. + 5 ft. / 2 levels)
Target: One projectile
Duration: 1 round
Saving Throw: None
Spell Resistance: No



This spell briefly enchants an arrow, sling stone, throwing axe or other projectile with a random magickal effect. If the projectile is launched within one round of casting, roll on the Medium column of the Ranged Weapons Special Abilities table (DMG, page 185) to determine what special ability it gains. The projectile is considered to be a +1 weapon for purposes of damage resistance, but gains no actual bonus to attack or damage rolls. Special abilities that normally require a command to activate, such as flaming and frost, are automatically activated when used. Re-roll any ability that does not apply to a projectile of the chosen type.




Pillar of Morduin

Evocation
Level: Rune-thrower 4
Components: V, S, DF
Casting Time: One Action
Range: Close 25’ + 5’ per level
Duration: 1 minute per level
Saving Throw: Reflex (see below)
Spell Resistance: Yes (see below)



This spell causes a pillar of earth to erupt upward from out of the ground. The pillar rises up from any surface of earth, stone or clay within range, but not from anything else. As long as you are within range of it you can control its height as a movement equivalent action, up to 30’ up or down per round. The pillar can reach a maximum height of 10’ per caster level, and cannot be made to be less than one foot in height. The default width of the pillar is 10’ in diameter, but can be made 20’ if the maximum height of pillar is halved. This width must be set upon casting and cannot be changed.

The pillar can only rise vertically, not horizontally and anyone caught above it must make a Reflex save or be transported up with the pillar. Those within 5’ of an edge gain a +2 circumstance bonus to their saving throw. Since the pillar is magickal, any creature with spell resistance may simply make a roll to ignore the pillar as if it were not there at all. Anyone trapped between the pillar and another hard surface takes 6d6 hit points of damage per round, any other surface it comes into contact when ascending also takes this damage (but it takes the damage as well) breaking through if possible. However, upon connecting with stone or earth it automatically stops. The pillar has a hardness of 8 and 540 hit points and has a climb DC of 20. It can be broken with a roll above DC 50. You need not be able to see the earth, but if you know that it is in range may cause the pillar to rise from the bottom of pond (for example) or to burst through a wooden floor.





Power Word: Bleed

Conjuration (Creation)
Level: Wizard 8
Components: V
Casting Time: 1 action
Range: Close (25 ft. + 5 ft. / 2 levels)
Target: One creature with up to 150 hit points
Duration: Special
Saving Throw: None
Spell Resistance: No



This ghastly magicka opens a great bleeding wound in the target’s flesh. The target becomes the focus of intense coruscating energies which affect it for 3+1d3 rounds, causing the loss of 5d4+5 hit points per round. Stanching the bleeding requires a Heal check with a DC of 25, or the application of a Heal spell.





Power Word: Negation

Conjuration (Creation)
Level: Wizard 9, Negation 9
Components: V
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft. / level)
Target: One spellcaster
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No



Power word: negation is an anti-magickal effect of unmatched potency. It functions as dispel magicka in all respects, except that it never requires a dispel check and has no chance of failure.





Power Word: Strength

Conjuration (Creation)
Level: Strength 8, Wizard 6
Components: V
Casting Time: 1 action
Range: Personal
Target: You
Duration: 1 hour


Power word: strength fills you with supernatural might and vigor, giving a +1 enhancement bonus to Strength for every two caster levels. Bonuses to attack rolls, damage rolls, and the like are based on your new Strength modifier. The added Strength does not stack with other enhancement bonuses to Strength, such as those provided by bull’s strength or gauntlets of ogre power.





Predict Weather

Divination
Level: Elantra 1, Sobekah 1, Thor, 1, Odion 1, Weather 1
Components: V, S, DF
Casting Time: One Round
Range: 0.
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No


This spell imparts the knowledge of coming weather condition for the current location to the caster. The amount of time that is predicted is equal to one day per caster level. The caster becomes aware of the prevailing conditions, trends and weather systems that may affect his present location. Temperature, wind speed and direction, cloud cover and precipitation can all be predicted with 95% accuracy for the first day, 85% for the second day, 75% for the third day, and so on. In addition, magickal or supernatural phenomenon cannot be predicted.





Radiant Spark

Illusion (Shadow)
Level: Almaril 1, Witch 1, Wizard 1
Components: V, S
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft. / level)
Target: One illusionary light source
Duration: 1 hour/level
Saving Throw: Will disbelief (if interacted with)
Spell Resistance: No



You create a hovering point of white flame that illuminates a 30-foot-radius area. The illusionary flame moves about at your unspoken command (no concentration required), and can be set to stay in one place or to follow a person or object at a specified distance. The light winks out if the distance between you ever exceeds the spell’s range.





Ray of Pain

Gray Necromancy
Level: Sorcerer 2, Wizard 2
Components: V, S
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: Instantaneous / 1d4+4 rounds (see text)
Saving Throw: None / Fortitude negates (see text)
Spell Resistance: Yes



A dull red ray leaps from your hand. If you succeed with a ranged touch attack, wracking pains grip the target, inflicting 2 points of subdual damage per caster level. In addition, the target must make a Fortitude save or suffer a –4 penalty to all attack rolls, skill checks and ability checks for the next 1d4+4 rounds. The ray has no effect on undead creatures and constructs.





Regenerate Critical Wounds

Necromantic
Level: Healing 6*, Witch 7
Components: V, S
Casting Time: Full Round
Range: Touch
Target: Creature touched
Duration: Special
Saving Throw: No (harmless)
Spell Resistance: Yes (harmless)



This spell functions as regenerate light wounds, but heals 4d8 hps +1 hp per caster level (up to +20).

* This spell level determination is generally true, but may not be the case for every priesthood. Check each priesthood’s individual spell list to be sure.





Regenerate Light Wounds

Necromantic
Level: Healing 2*, Witch 3
Components: V, S, DF
Casting Time: Full Round
Range: Touch
Target: Creature touched
Duration: Special
Saving Throw: No (harmless)
Spell Resistance: Yes (harmless)



This spell remains dormant until the target is wounded. At that time she heals back one point each round (starting upon immediately wounded and again at that point in the round), until the spell’s rolled limit is reached or the target is completely healed (with any remaining points lost). In either case the spell ends at that point. regenerate light wounds heals up to 1d8 hps +1 per caster level (up to +5). If the creature to effected is already wounded when the spell is cast the regenerate light wounds immediately begins to function. No more than one regenerate wounds spell may be on a character at once. If a second is cast the first is lost unless the first is of a higher category (see regenerate moderate wounds, et al.). Regenerate light wounds only lasts up to one day per caster level. If it is not activated in that time the spell is lost.

* This spell level determination is generally true, but may not be the case for every priesthood. Check each priesthood’s individual spell list to be sure.





Regenerate Moderate Wounds

Necromantic

Level: Healing 3*
Components: V, S
Casting Time: Full Round
Range: Touch
Target: Creature touched
Duration: Special
Saving Throw: No (harmless)
Spell Resistance: Yes (harmless)



This spell functions as regenerate light wounds, but heals 2d8 hps +1 hp per caster level (up to +10).

* This spell level determination is generally true, but may not be the case for every priesthood. Check each priesthood’s individual spell list to be sure.





Regenerate Serious Wounds

Necromantic
Level: Healing 5*, Witch 6
Components: V, S
Casting Time: Full Round
Range: Touch
Target: Creature touched
Duration: Special
Saving Throw: No (harmless)
Spell Resistance: Yes (harmless)



This spell functions as regenerate light wounds, but heals 3d8 hps +1 hp per caster level (up to +15).

* This is spell level determination is generally true, but may not be the case for every priesthood. Check each priesthood’s individual spell list to be sure.





Remove Fatigue

Necromantic
Level: Healing 3
Components: V, S, M
Casting Time: 1 minute
Range: Touch
Targets: One Creature
Duration: Instantaneous
Saving Throw: None (harmless)
Spell Resistance: Yes (harmless)
Material Component: Lavender steeped in boiling water, the vapors of which the creature to be affected must inhale.



By casting this spell you remove fatigue effects from one creature. This includes fatigue from recovering from negative hit points or taking subdual damage from environmental effects or a forced march. The target creature’s Strength and Dexterity scores immediately return to normal and may run or charge as normal. However, if the source of the fatigue is subdual damage from an environmental effect or forced march as soon as they take more damage the fatigue returns. However the DC for Constitution checks returns as if it were the just first hour of exposure or marching. This spell makes exhausted characters merely fatigued. This spell may only affect a creature once per 24 hour period.





Restore Earth

Alteration
Level: Rune-thrower 4, Lehrathonar 4
Components: V, S, DF
Casting Time: One Round
Range: Touch
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes (harmless).



This spell allows stone, earth and natural crystalline structures to re-knit and rebuild themselves as long as some of it is still intact. Any stone, earth or crystalline object or creature that has at least one hit point left can have 4d8, +1 hp per level (20 maximum) hit points restored to it.





Rune of Light

Evocation [Light]
Level: Rune-Thrower 3, Rivkanal 3
Components: V, S, F, M
Casting Time: 1 minute
Range: Touch
Target: Carved rune
Duration: Permanent
Saving Throw: None
Spell Resistance: No
Focus: The rune, which must be approximately 6 inches in diameter and must be carved into metal or stone. Carving the rune requires one hour’s work and a successful Craft check at DC 15.
Material Component: Powdered gold and silver worth 100 sp.



This spell, which requires that the dwarvish rune for ‘light’ be carved into a surface, imbues the rune with an enchantment to radiate light. The rune gives off a clear white light equivalent in brightness to a torch, illuminating a 20-foot radius. The rune’s light may be extinguished or rekindled at any time by touching the rune and uttering the word ‘light’ in dwarvish. The rune is permanent until dispelled or the rune is physically defaced.





Sea Speak

Divination
Level: Tharnak 1, Eracuril Mar-Caelum 1, Sobekah 1


As speak with animals, but only usable to speak with creatures of the sea. This includes all aquatic animals, beasts, humanoids and magickal beasts.





Ward Against Corruption

Abjuration
Level: Tharnak 1, Paladin of Anubi 1, Anubi 1
Components: V, S, M, DF
Casting Time: 1 minute
Range: Touch
Target: One corpse
Duration: Permanent
Saving Throw: None
Spell Resistance: No
Material Component: Holy water.



By casting this ritual upon a corpse, which involves sprinkling it with holy water and tracing a phrase from the Book of the Dead upon its forehead, you protect it against corruption by necromantic magicka. The corpse gains immunity to all necromancy spells and spell-like effects. This protection can only be lost if the ward against corruption is dispelled or the victim restored to life.





Serpent’s Bane

Conjuration [Good]
Level: Ra 3, Basht 3, Tevesh 3*
Components: V, S, DF
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One reptile
Duration: Instantaneous
Saving Throw: Fortitude partial
Spell Resistance: Yes



With this spell, you send forth a golden ray that harms reptiles and minions of Set. A successful ranged touch attack deals 1d4 damage per caster level (10d4 maximum), and the target must make a Fortitude save or be stunned for 1d4 rounds.

*The Teveni form of this spell harms reptiles and minions of Gorgauth or any of its Aspects’ servitors.





Elamurix’s Capricious Creation

Conjuration (Creation) [Wild]
Level: Chaos Mage 2
Components: V, S, M
Casting Time: 1 minute
Range: 0 ft.
Target: Created object
Duration: Permanent
Saving Throw: None
Spell Resistance: No
Material Components: A small bag, a drop of the caster’s spittle, and a pinch of dust.



This spell creates a random object. To determine what is created, the DM may roll on the Dungeon Dressing – Minor Features and Furnishings table (DMG, page 113), or may arbitrarily decide on the nature of the created item. Note that it is possible to generate an ephemeral phenomenon, such as a sound or a patch of coldness, in this way; such phenomena dissipate at the normal rate for such things, and do not linger in an unnatural fashion. Created items rarely have any great value, radiate a dim aura of lingering magicka, and may be dispelled by a dispel magicka or similar spell.





Elamurix’s Fluctuating Blade Charm

Transmutation [Wild]
Level: Chaos Mage 2
Components: V, S, F, M
Casting Time: 1 action
Range: Touch
Target: Weapon touched
Duration: 1d10 rounds + 1 round/level (D)
Saving Throw: Will negates (harmless, object)
Spell Resistance: Yes (harmless, object)
Focus: The weapon.
Material Component: 10 sp worth of quicksilver.



This spell enchants a weapon with a random, unstable dweomer. When you cast the spell, make a roll for a minor weapon on the Weapons table (DMG, page 184, table 8-10). You may add or subtract a number equal to or less than your level to each roll on the chart and on the Special Abilities chart (DMG, page 184, table 8-11), if appropriate. Also, the spell fluctuates constantly; at the start of every other round, roll again on the Weapons table to determine the weapon’s new enchantment. Whenever the enchantment changes, roll another d6 to determine how long before it changes again.





Elamurix’s Greater Warding Charm

Transmutation [Wild]
Level: Chaos Mage 6
Material Component: 50 sp worth of crushed opal



As Elamurix’s lesser warding charm, but the recipient gains the bonus to all saving throws he or she makes for the spell duration, re-rolling the bonus each time a saving throw is called for.





Elamurix’s Lesser Warding Charm

Transmutation [Wild]
Level: Chaos Mage 3
Components: V, S, M
Casting Time: 1 action
Range: Touch
Target: Creature touched
Duration: 1 hour/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
Material Component: 1 sp worth of powdered silver.



This chaotic blessing provides some protection from dangerous situations. The next time the recipient makes a saving throw, he or she rolls a d8 and adds the result as a luck bonus to the saving throw roll. If the recipient does not make a saving throw within the spell’s duration, the spell’s benefit is lost.





Elamurix’s Perfect Warding Charm

Transmutation [Wild]
Level: Chaos Mage 9
Material Component: 250 sp worth of crushed opal.



As Elamurix’s lesser warding charm, but the luck bonus is 2d10, and the recipient gains the bonus to all saving throws he or she makes for the spell duration, re-rolling the bonus each time a saving throw is called for.





Speak with Birds

Divination
Level: Pennatamil Verisa 1, Elantra 1, Pelindos Natarion 1



As speak with animals, but only usable to speak with birds. This includes all birdlike animals, beasts and magickal beasts. This spell will also work on any part-bird beast, humanoid or magickal beast if it has a bird head, such as a griffon, kenku or owlbear.





Elamurix’s Barrage of Unpredictable Missiles

Evocation [Wild]
Level: Chaos Mage 2
Components: V, S
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft. / level)
Target: One or more creatures
Duration: 1 round/ 2 levels (D)
Saving Throw: Reflex half (see text)
Spell Resistance: Yes



This spell hurls brightly colored magickal missiles at your opponents, with each color of missile having its own distinct properties. Each round, you hurl one missile at any target within range. Each missile strikes unerringly, even against a target in melee or with anything less than total cover or concealment, but allows a Reflex save for half damage. For each missile, after you choose a target, roll a d10 on the following table to determine what sort of missile you evoke this round. For every 5 caster levels, you may add or subtract 1 from your roll.



1: Red (1d4 fire damage; target must make an additional Reflex save or catch fire)

2: Orange (1d6 sonic damage; if the target fails the Reflex save, she is deafened for 1 round)

3: Yellow (No damage; target dazzled for 2d4 rounds, with a Fortitude save for half duration)

4: Green (1d8 acid damage)

5: Blue (1d8 electricity damage)

6: Indigo (1d8 cold damage)

7: Violet (1d6 force damage)

8: Black (1d6 negative energy damage; undead struck are healed by that amount instead)

9: Gray (No damage; target dazed for 1d4 rounds, with a Will save for half duration)

10: White (Positive energy heals target of 1d6 damage; undead struck take damage instead)





Elamurix’s Disdainful Deflection of the Incoming Arrow

Abjuration [Wild]
Level: Chaos Mage 3
Components: V, S, M
Casting Time: 1 action
Range: Personal
Target: You
Duration: 1 minute / level (D)
Saving Throw: None
Spell Resistance: No
Material Component: A spinning top made of magnetized iron.



This spell provides a powerful, if undependable, defense against ranged weapons. Whenever an opponent successfully rolls a hit against you with a ranged weapon, roll percentile dice on the following table to determine the actual effect, adding your level to the roll.



10 or less: The spell accidentally diverts the projectile toward an even more vital area! The attack is an automatic critical hit.

11-20: No effect; take damage from the projectile as normal.

21-30: The projectile turns sideways as it hits you. Take subdual damage instead of normal damage. No critical.

31-50: The projectile is slightly diverted, so that it only grazes you. Take half damage. No critical.

51-90: The projectile is deflected completely away from you. No damage.

91-99: The projectile is redirected to a random creature within 30 feet of you. Use the original attack roll to see if the projectile hits the new target. If there are no other creatures within 30 feet, treat this as 51-90, above.

100+: The projectile turns right around and flies at the attacker! Use the original attack roll to see if the projectile hits the one who fired it.





Elamurix’s Lance of Lesser Lightnings

Evocation [Electricity, Wild]
Level: Chaos Mage 4
Components: V, S
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft. / level)
Target: One creature
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
Material Components: A bit of copper and a drop of rainwater.



This spell directs a crackling blue spear of electrical energy at the target. When casting the spell, roll 1d30, add your level, and subtract 10. If the result is positive, the spell goes off as normal, dealing electrical damage to the target equal to your total, with a Reflex save for half damage. Otherwise, you fumble the magicka; instead of hurling a bolt of lightning at the target, you surround yourself with a web of lightning, causing you to take damage equal to the negative result (treat as a positive number). You gain no save if you fumble the spell.





Elamurix’s Storm Strike

Evocation [Electricity, Wild]
Level: Chaos Mage 6


As lightning bolt, except that the spell inflicts 1d20 damage per 2 caster levels.



Elamurix’s Unpredictable Missile

Evocation [Wild]
Level: Chaos Mage 1
Target: One creature
Duration: Instantaneous



As Elamurix’s barrage of unpredictable missiles, except that only one missile is generated.





Summon Bird I

Conjuration (Summoning)
Level: Birds 1, Elantra 1, Pelindos Natarion 1
Components: V, S, DF
Casting Time: 1 full round
Range: Close (25 ft. + 5 ft/2 levels)
Effect: One Summoned avian
Duration: 1 minute per level
Saving Throw: None
Spell Resistance: No



This spell summons a natural avian animal that understands and obeys your commands for the duration of the spell, including attacking enemies. It appears where you designate and acts immediately and on your turn. The bird summoned can be of any type the caster chooses as long as it is not larger than tiny in size and has not more than 1 hit die. The most commonly summoned creature is a hawk, but a seagull, crow, pigeon or even a hummingbird are all possible choices. While the bird will obey your commands, it will not obey openly suicidal commands unless such an act would be to the benefit of your god’s ethos. A summoned bird acts normally on the last round of the spell (obeying commands) and then disappears at the end of the turn.





Summon Bird II

Conjuration (Summoning)
Level: Birds 2, Elantra 2, Pelindos Natarion 2
Components: V, S, DF
Casting Time: 1 full round
Range: Close (25 ft. + 5 ft/2 levels)
Effect: One or more summoned avians, no more than two of which may be more than 30 ft. apart.
Duration: 1 minute per level
Saving Throw: None
Spell Resistance: No



This spell functions as summon bird I, except that you may summon one natural avian of up to 2 hit dice, and that is not larger than small size. Or you may summon 1d3 1 hit die birds (as summon bird I). The most commonly summoned avian is an eagle.





Summon Bird III

Conjuration (Summoning)
Level: Birds 3, Elantra 3, Pelindos Natarion 3
Components: V, S, DF
Casting Time: 1 full round
Range: Close (25 ft. + 5 ft/2 levels)
Effect: One or more summoned avians, no more than two of which may be more than 30 ft. apart.
Duration: 5 rounds per level
Saving Throw: None
Spell Resistance: No



This spell functions as summon bird I, except that you may summon a dire version of the type or avian summoned by summon bird I, or a Celestial version of the avian(s) summoned by summon bird II.



Examples:



Dire Hawk – medium-size animal; HD: 3d8+6 (18), Initiative: +3 (dex), Speed:10 ft., fly 60 ft. (average), AC: 15 (+3 dex. +2 natural), Attacks: Claws +5 melee Damage: 1d6+1, Face/Reach: 5’ x 5’/5’, Saves: Fort: +3, Ref: +6, Will: +3, Abilities: Str: 12, Dex: 17, Con: 14, Int: 2, Wis: 14, Cha: 10, Skill: Listen +6, Spot +6 (+8 in daylight). Feats: Weapon Finesse (claws)



Celestial Eagle – small outsider; HD: 1d8+1, Initiative: +2 (dex), Speed: 10 ft., fly 80 ft. (average), AC: 14( +1 size, +2 dex, +1 natural), Attacks: 2 claws +3 melee, bite –2 melee, Damage: Claw: 1d3, bite 1d4 Face/Reach: 5 ft by 5 ft./5 ft., Special Attacks: Smite evil (SU) +1 damage (1/day) to evil foe. Special Qualities: Darkvision (60’), Acid, cold and electricity resistance (5), Spell Resistance (2). Saves: Fort +3, Ref: +4, Will: +2. Abilities: Str: 10, Dex: 15, Con: 12, Int: 3, Wis: 14, Cha: 6. Skills: Listen +6, Spot +6 (+8 in daylight). Feats: Weapon Finesse: Claw, Bite





Summon Bird IV

Conjuration (Summoning)
Level: Birds 4, Elantra 4, Pelindos Natarion 4
Components: V, S, DF
Casting Time: 1 full round
Range: Close (25 ft. + 5 ft/2 levels)
Effect: One or more summoned avians, no more than two of which may be more than 30 ft. apart.
Duration: 1 round per level
Saving Throw: None
Spell Resistance: No



This spell functions as summon bird I, except that you may summon either a giant eagle or a giant owl, or you may summon 1d4+1 avians of the type normally summoned by summon bird I or 1d3 of the type summoned by summon bird II, or 1d2 of the type summoned by summon bird III.





Summon Bird V

Conjuration (Summoning)
Level: Birds 5, Elantra 5, Pelindos Natarion 5
Components: V, S, DF
Casting Time: 1 full round
Range: Close (25 ft. + 5 ft/2 levels)
Effect: One or more summoned avians, no more than two of which may be more than 30 ft. apart.
Duration: 1 round per level
Saving Throw: None
Spell Resistance: No



This spell functions as summon bird I, except that you may summon a medium-sized arrowhawk, or you may summon 1d2 of the types of avians summoned by summon bird IV, 1d3 of the types summoned by summon bird II, or 1d4+1 of the types summoned by summon bird I or II.





Thunderblow

Evocation
Level: Thunder 3, Thor 3 , Martreus 3
Components: V, S
Casting Time: 1 action
Range: Personal
Target: You
Duration: 1 round / level
Saving Throw: Yes (see below)
Spell Resistance: No


All your blows with blunt weapons (including your fists) strike with the force of thunder. You gain a +1 enhancement bonus to your knockdown roll, +1 to the Reflex save DC against falling. In addition, if you roll 5 or more than needed to hit a medium-sized or smaller opponent they must make a Fortitude save or be stunned for one round. Each blow resounds with a loud boom like distant thunder, which can be heard at great distances. Your blows do not gain the benefits of this spell while in the area of a silence spell.





Thunderclap

Evocation
Level: Thunder 5, Thor 5, Martreus 5
Components: V, S, DF
Casting Time: One Action
Range: 0
Area: Circle (75 ft. radius)
Duration: Instantaneous (Special)
Saving Throw: Special
Spell Resistance: Yes


When casting this spell, the cleric slams his warhammer on the ground, crying out to his or her god. The result is a clap of thunder that can be heard for miles, and a shockwave that spreads out in all directions to end of the spell’s area of effect. Any creature, friend or foe, within 75 feet (15 boxes) of the caster will suffer the thunderclap's effect (but not the caster himself). Those in the area must make a Fortitude save or be deafened for 1d6 hours and stunned for 1d6 rounds. Those who fail this save must also make a Reflex save or fall prone. If the Fortitude save is successful, those within the area of effect are only stunned until their next action and are deafened for 1d10 rounds, and they need not make the Reflex save. Deafened characters are much more easily surprised, suffer a -4 penalty to initiative, and spellcasters have a 20% chance of failure when casting spells with verbal components. Creatures that are already deaf or do not use conventional hearing, must still save against being stunned, etc…because of the shockwave. Collateral effects can include shattered glass vials or other crystalline objects, and avalanches, etc. Crystalline creatures or objects take 1d8 hit points damage for every round they are stunned (or 1d4 / round if they make their save) at once. This guarantees that all glass objects, for example, in the area of effect would shatter.





Living Lightning

Evocation
Level: Thunder 6
Components: V, S, DF
Casting Time: 1 action
Range: Close (25’ + 5’ / 2 levels)
Target: You
Duration: Instantaneous
Saving Throw: Yes (Reflex for Half)
Spell Resistance: Yes (see below)



With a word to your god, you transform yourself and all your possession into a bolt of living lightning. You may immediately move a distance equal to the range of the spell, moving in any direction or changing direction as often as you like as long as you do not cross your own path. Any creature occupying a square you pass through takes 2d10 hit points of damage +1 hp per caster level; a successful Reflex save halves the damage. When you reach the end of the range (or at any point you choose) you transform back into your normal form. However, if a creature you pass through makes a successful spell resistance roll, not only do they not take damage, but the spell immediately ends, and you transform adjacent to the creature.




Tracker’s Candle

Divination
Level: Almaril 4, Rivkanal 4, Ranger 4, Fire 4
Components: V, S, M, F
Casting Time: 1 round
Range: 1 ft. Target: One portable fire source
Duration: 1 hour / level
Saving Throw: None
Spell Resistance: No
Focus: The torch, lantern, candle or other fire source being used.
Material Components: 10sp worth of crushed moonstone.



This spell enchants the flame of a torch or other portable fire source, granting it the power to reveal the tracks of a chosen target. When you cast the spell, you name the person you wish to track and sprinkle a bit of crushed moonstone onto the flame. The flame turns blue-white, causing any tracks left by the chosen target within the past week to glow within its light, with more recent tracks glowing more brightly. So long as you can encounter the target’s tracks at any point, you may track him or her automatically for so long as the spell lasts. The flame reverts to normal when the spell’s duration expires. If the flame is extinguished, the spell ends. The spell is automatically successful if you are intimately familiar with the target or have a connection to the target, such as a bit of hair or clothing. Otherwise, you must make a Scry check to link the magicka of the spell to its target. The DC of the check is 5 if you have seen the target, 10 if you haven’t seen the target but you know his or her name, and 15 if the target has only been described to you.





Oluron’s Dancing Weapon

Abjuration
Level: Bard 4, Wizard 4
Components: V, S
Casting Time: 1 action
Range: Touch
Target: One weapon
Duration: 1 round / level
Saving Throw: None
Spell Resistance: No



Cast upon a melee weapon you hold, this spell animates the weapon, causing it to hover and strike as if in the hands of an unseen wielder. The weapon fights at your side, never straying more than 5 feet away, and has your base attack bonus. Even if you fall unconscious or die, the weapon continues to fight, remaining over your body and protecting it from attack. The dancing weapon benefits from any feats that effect combat that you know, and is considered to have your Strength and Dexterity scores. You may grasp the floating weapon as a free action, but this ends the spell.





Unceasing Stamina

Alteration
Level: Strength 4, Issek 3, Tevesh 3
Components: V, S
Casting Time: 10 minutes
Range: Personal
Duration: 1 week + 1 day / level
Saving Throw: None
Spell Resistance: No



This spell allows the caster to ignore hunger, thirst and extremes of climate for an extended period of time. While the spell is in effect the priest requires no food, drink or sleep. He is effectively immune to exposure, dehydration, and heat or cold injury (the latter two only as long as they are natural in source). During the vigil the priest may sleep if he so desires, but does not need to, even to pray for spells. However a priest that does not sleep cannot naturally regain lost hit points from rest.



At the end of the vigil, the priest must eat and sleep, having to eat the equivalent of one full meal (including a drink) for each day of the vigil in one sitting. If no food or water is available the priest immediately suffers the effects of not having eaten or drunken for the time of the vigil. This often means that if no water is available the priest will quickly die, with only being slightly better off without available food. It is important to note that someone who takes damage from lack of food or water is automatically considered fatigued (cannot run or charge and suffers a –2 penalty or Strength and Dexterity). For every night’s sleep lost the priest must also sleep four hours or suffer the effects of sleeplessness.





Conformance

Conjuration (Creation)
Level: Law 9, Solnor 9
Components: V, S, DF
Casting Time: One Action
Range: 0
Target: 40 foot radius around caster
Duration: 10 minutes per level
Saving Throw: None
Spell Resistance: Yes



The conformance spell has a simple principle with profound implications: The probable always happens. In game terms this means that any event with a 51% or better chance success always occur. Thus if an action requires a roll DC 15 or better and the character in question has a bonus of +10 to that roll, ino roll is needed, the check is automatically successful. That is, 15 minus 10 equals an effective need to roll 5 or better to succeed (which translates to 80% chance of success). Conversely, improbable actions always fail. Thus, in the same case except the character in question has no bonuses, he will always fail a roll against DC 15 (only 30% chance of success). This affects all die rolls for actions taking place in the spell’s area of effect no matter what the action or reason for the roll. There are two conditions that affect this spell. First, a prayer spell in continuously operative in the area of effect, swinging probabilities in favor of the caster and his companions. Secondly, actions of exactly 50% in probability always occur in the priest’s favor.





Song of Swords

Enchantment (Compulsion)
Level: Bard 6
Components: V, S, M
Casting Time: 1 round
Range: Medium (100 ft. + 10 ft. / level)
Target: One creature
Duration: Concentration
Saving Throw: None
Spell Resistance: No
Arcane Material Component: A sketch of the target in a heroic pose.



This spell affects the outcome of a combat through narrative. Upon casting the spell, you begin to describe, in song, the events surrounding a single combatant. As the magicka takes hold, you may begin to introduce your own elements into the narrative, causing the tides of battle to favor the chosen warrior. Once per round, you may enact one of the following changes:



• Declare that the target dodges with great dexterity, giving him or her a +4 dodge bonus to AC (before rolling) for one round;

• Declare that the target avoids the worst of his or her enemy’s blows, halving the damage he or she takes when hit for one round;

• Declare that the target strikes with uncanny accuracy, giving him or her a +4 bonus to attack rolls for one round;

• Declare that the target strikes with enormous might, doubling his or her base weapon damage on successful hits for one round;

• Declare that the target interrupts his or her opponent’s magicka, causing an opponent struck by the target to automatically fail a concentration check; or

• Expound on the target’s toughness, nimbleness or strength of will, giving him or her a +4 bonus (before rolling) to a single type of saving throw for one round.


You must continue to watch the target and sing for the duration of the spell, and may take no other actions other than normal movement. If you lose sight of the target or the music stops, the spell ends.





Word of Freedom

Evocation
Level: Freedom 2, Love 2
Components: V
Casting Time: 1 action
Range: Close (25 ft + 5 ft./3 levels)
Area: 5 ft. square / 2 levels
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No



This spell was rediscovered and researched by Ursult Gwynnec of Tevesh. He first heard of such a spell from tales of clerics of Tevesh of old, and prayed to Tevesh to reveal the secret of this power to modern priests of the goddess of peace. When the word of freedom is spoken, all ropes, binds, chains and cuffs on sentient beings drop off, pop open or fray to release the bound people. This includes all binds that hold people together or keeps them bound to a solid object, or even a web spell.. There is no upper maximum of people that can be freed by this spell as long as all to be freed are within the area of effect. This spell has no effect on doors, door locks or bars. In the case of magickal bonds, the caster must make an opposed level check (against the effective caster level) for the binds to fall away. However, has no effect on spells or spell-like effects that hold or paralyze. The only requirement for this spell is for the priest to be able to speak clearly, as to enunciate the word of freedom. If this spell is cast by a sixth level or higher cleric of Tevesh who is bound by chains, with himself as the center of the effect, one of the chains immediately becomes a holy symbol of Tevesh; a link becoming inscribed with an open hand.
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