MAGIC AND PSIONICS
CHAPTER 7
Evoc Local Tremor: Light tremor shakes in a 30-ft. line. 4th Level Trans Steal Size: Humanoid creature doubles in size as Hoard Life: Store some of your life force for later healing. targeted humanoid halves in size. Tail Sweep: Your tail of force can attack a group of foes within 10 ft. Wall of Scales: Create a barrier of dragonhide. 3rd Level Wings of Flurry: Your wings of force can attack all foes Ench Power Word Deafen: Deafens one creature with within 30 ft. 100 hp or less. Power Word Maladroit: Deals 2 points Dex damage to one creature with 75 hp or less. 5th Level Manifest Dragon Heritage: Conjures a wyvern. Power Word Weaken: Deals 2 points Str damage to one creature with 75 hp or less. Trans Mighty Wallop, Greater: +1 size category of 8th Level bludgeoning weapon/four levels (maximum 5). Manifest Dragon Heritage, Greater: Conjures a dragon Sense of the Dragon: Nonvisual senses out to 30 turtle. ft. that pinpoints creatures.
SORCERER/WIZARD SPELLS
4th Level 1st Level Ench Power Word Distract: Makes one creature with 150 hp or less flat-footed. Conj Create Trap: Creates a CR 1 trap. Sticky Floor: Entangles and immobilizes creatures in affected area. 5th Level Ench Power Word Fatigue: Makes one creature with Ench Power Word Disable: Reduces living creature 100 hp or less fatigued. with 50 hp or less to 0 hp. Power Word Pain: Deal 1d6 points of damage per round to one creature with 100 hp or less. 6th Level Illus Instant Diversion: Creates illusory doubles of you. Ench Power Word Nauseate: Makes one creature with Trans Ghostly Reload: Automatically pulls crossbow 150 hp or less nauseated. string into catch. Mighty Wallop: +1 size category of bludgeoning 7th Level weapon. Conj Summon Aspect of Bahamut: Summons an aspect of Bahamut. 2nd Level Conj Gnome Blight: Cloud of itchy debilitating pollen 8th Level sickens living creatures. Ench Power Word Petrify: Petrifies one creature with Ench Power Word Sicken: Sickens one creature with 100 hp or less. 100 hp or less. Unfettered Grasp: Grappling creature immediately gains free attempt to escape.
SPELL DESCRIPTIONS
CREATE TRAP
Conjuration Level: Sorcerer/wizard 1 Components: V, S, M Casting Time: 1 full round Range: Medium (100 ft. + 10 ft./level) Effect: One trap; see text Duration: 12 hours Saving Throw: No Spell Resistance: No You throw a small gear, and when it hits the ground a trap springs up at the place you designate.
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You create a CR 1 trap selected from the following list: basic arrow trap, fusillade of darts, scything blade trap, or spear trap (DMG 70–71). You can locate the 5-foot-by-5-foot trigger
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in any square of your choice within the range of this spell. Once create trap is cast, the trap is active and ready to be sprung, with every design feature installed. Material Component: A miniature bronze gear.
ESSENCE OF THE DRAGON
Transmutation Level: Sorcerer 2 Components: S, M Casting Time: 1 standard action Range: Touch Target: Willing living creature touched Duration: 1 minute/level Saving Throw: None Spell Resistance: No
With the touch of your bloodied hand, your ally’s appearance shifts. Her eyes become slitted, and a shimmer of scales ghosts momentarily across her skin.
You confer the dragon type on the touched creature. For the duration of the spell, that creature counts as a dragon for the purpose of spell effects, magic item wielder requirements, favored enemy bonuses, and other factors that depend on a creature’s type. The subject of the spell is immune to magic sleep and paralysis effects and ignores the frightful presence of dragons. The recipient also receives darkvision out to 60 feet and low-light vision. It is also now vulnerable to harmful effects that specify dragons, such as dragon bane weapons.
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