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Spellbook 2

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LVL 3

Dispel Magic
Abjuration
Level: Brd 3, Clr 3, Drd 4, Magic 3, Pal 3, Sor/Wiz 3
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target or Area: One spellcaster, creature, or object; or 20-ft.-radius burst
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
You can use dispel magic to end ongoing spells that have been cast on a creature or object, to
temporarily suppress the magical abilities of a magic item, to end ongoing spells (or at least their
effects) within an area, or to counter another spellcaster’s spell. A dispelled spell ends as if its
duration had expired. Some spells, as detailed in their descriptions, can’t be defeated by dispel
magic. Dispel magic can dispel (but not counter) spell-like effects just as it does spells.
Note: The effect of a spell with an instantaneous duration can’t be dispelled, because the magical
effect is already over before the dispel magic can take effect.
You choose to use dispel magic in one of three ways: a targeted dispel, an area dispel, or a
counterspell:

Targeted Dispel
One object, creature, or spell is the target of the dispel magic spell. You make a dispel check
(1d20 + your caster level, maximum +10) against the spell or against each ongoing spell currently in
effect on the object or creature. The DC for this dispel check is 11 + the spell’s caster level. If you
succeed on a particular check, that spell is dispelled; if you fail, that spell remains in effect.
If you target an object or creature that is the effect of an ongoing spell (such as a monster
summoned by monster summoning), you make a dispel check to end the spell that conjured the
object or creature.
If the object that you target is a magic item, you make a dispel check against the item’s caster level.
If you succeed, all the item’s magical properties are suppressed for 1d4 rounds, after which the item
recovers on its own. A suppressed item becomes nonmagical for the duration of the effect. An
interdimensional interface (such as a bag of holding) is temporarily closed. A magic item’s physical
properties are unchanged: A suppressed magic sword is still a sword (a masterwork sword, in fact).
Artifacts and deities are unaffected by mortal magic such as this.
You automatically succeed on your dispel check against any spell that you cast yourself.

Area Dispel
When dispel magic is used in this way, the spell affects everything within a 20-foot radius.
For each creature within the area that is the subject of one or more spells, you make a dispel check
against the spell with the highest caster level. If that check fails, you make dispel checks against
progressively weaker spells until you dispel one spell (which discharges the dispel magic spell so far
as that target is concerned) or until you fail all your checks. The creature’s magic items are not
affected.
For each object within the area that is the target of one or more spells, you make dispel checks as
with creatures. Magic items are not affected by an area dispel.
For each ongoing area or effect spell whose point of origin is within the area of the dispel magic
spell, you can make a dispel check to dispel the spell.
For each ongoing spell whose area overlaps that of the dispel magic spell, you can make a dispel
check to end the effect, but only within the overlapping area.
If an object or creature that is the effect of an ongoing spell (such as a monster summoned by
monster summoning) is in the area, you can make a dispel check to end the spell that conjured that
object or creature (returning it whence it came) in addition to attempting to dispel spells targeting
the creature or object.
You may choose to automatically succeed on dispel checks against any spell that you have cast.

Counterspell
When dispel magic is used in this way, the spell targets a spellcaster and is cast as a counterspell.
Unlike a true counterspell, however, dispel magic may not work; you must make a dispel check to
counter the other spellcaster’s spell.
LVL 4
Black Tentacles
Conjuration (Creation)
Level: Sor/Wiz 4
Components: V, S, M
Casting Time: 1 standard action
Medium (100 ft. + 10
Range:
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 Cold
(Complete Arcane) 

Conjuration (Creation) [Cold] 
Level: Sorcerer 4, Wizard 4, Warmage 4, 
Components: V, S, 
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One orb of cold
Duration: Instantaneous
Saving Throw: Fortitude partial
Spell Resistance: No
An orb of acid about 3 inches across shoots from your palm at its target, dealing 1d6 points of acid damage
per caster level (maximum 15d6). it deals cold damage.
In addition, a creature struck by an orb of cold must make a Fortitude save or be blinded for 1 round.

Wings of Flurry
(Races of the Dragon) 

Evocation [Force] 
Level: Sorcerer 4, 
Components: V, S, 
Casting Time: 1 standard action
Range: 30 ft.
Area: 30-ft.-radius burst
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
Immense, scaled wings unfurl from behind you and beat at nearby foes in a savage flurry before vanishing as
quickly as they appeared.
You evoke flickering dragon's wings that strike at every target in range, dealing 1d6 points of damage per
caster level to all designated targets within 30 feet that fail a Reflex saving throw and half that damage to
creatures that succeed on the save.
Creatures that fail the Reflex save are also dazed for 1 round.
Special: A dragonblooded character, or a character with the dragon type, casts this spell at +1 caster level.

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