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| Ray of Clumsiness (2000 Dragon Annual, © 2000 Dragon Mag., WotC, and Stephen Schubert) | |||||
| Transmutation | Sor/Wiz 1 | V, S | 1 Action | Close (25 ft. + 5 ft./2 levels) | |
| One Creature | Effect: Ray | 1 min./level | Fortitude negates | Yes | |
| A crackling ray leaps from the caster's outstretched hand, requiring a successful ranged touch attack to hit. The energy of the ray stiffens the target's muscles and joints, making it more difficult to move. The subject suffers a -1d6 enchantment penalty to to Dexterity, with an additional -1 per two caster levels (to a maximum of -5). Target's Dex cannot drop below 1. | |||||
| Ray of Flame (2000 Dragon Annual, © 2000 Dragon Mag., WotC, and Stephen Schubert) | |||||
| Evocation (Flame) | Sor/Wiz 1 | V, S, F | 1 Action | Close (25 ft. + 5 ft./2 levels) | |
| One Creature | Effect: Ray | Instantaneous | None (see text) | Yes | |
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A burning ray shoots out at the target requiring a successful ranged touch attack. Deals 1d6 points of fire damage, plus 1 point per caster level to a maximum of +5. If the target or it's equipment is flammable, the target must also make a Reflex save or catch fire, taking 1d6 points of damage the following round. Focus: A small, polished glass lens. |
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| Ray of Light (2000 Dragon Annual, © 2000 Dragon Mag., WotC, and Stephen Schubert) | |||||
| Evocation (Light) | Sor/Wiz 1 | V, S | 1 Action | Close (25 ft. + 5 ft./2 levels) | |
| none or one creature | Effect: cone or ray of light | 10 min./level or instantaneous | See text | See text | |
| A narrow cone of light is emitted from the caster's palm.
This light provides illumination equivalent to the intensity of a torch. Instead of the sustained light, the caster can focus it into a short ray and aim it at a creatures eyes. If a ranged touch attack succeeds, the subject is blinded for 1d4 rounds (Fortitude save negates and spell resistance applies). A blind character suffers a 50% miss chance to hit (all opponents have full cover), loses it's Dex bonus to AC, grants a +2 bonus to opponents attack rolls (they are effectively invisible), moves at half speed, and suffers a -4 penalty on most Strength and Dexterity based skills. |
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| Shieldbearer (Dragon #275; © 2000 Dragon Mag., WotC, and Owen K.C. Stephens) | ||||
| Transmutation | Sor/Wiz 1 | V, S | 1 Action | Touch |
| One Shield | 2 rounds/level | None | No | |
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The shieldbearer spell allows a spellcaster to enchant one shield
so that it hovers near and attempts to protect one creature of the casters
choice. The spell's recipient is chosen at the time of casting and cannot
be changed. The enchanted shield remains within 1 foot of the creature
for the duration of the spell. Teh shield's target is then grantedan
AC bonus as if he was wearing the shield. (Bonuses from multiple shields
do not stack) The spell does allow the target to use a two handed weapon
or a weapon in each hand. |
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| Stun Ray (2000 Dragon Annual, © 2000 Dragon Mag., WotC, and Stephen Schubert) | |||||
| Conjuration (Creation) [Electricity] | Sor/Wiz 1 | V, S, M | 1 Action | Close (25 ft. + 5 ft./2 levels) | |
| One Creature | Effect: Ray | 1 round + 1d4 rounds | Fortitude partial | Yes | |
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A quick jolt of electricity darts from the caster to the target. This ray of electricity requires a successful ranged touch attack to hit. The target is stunned by the ensuing shock for one round and an additional 1d4 rounds unless a successful Fortitude save is made. A stunned creature loses it's Dex bonus to AC and grants a +2 bonus to attack rolls by opponents. Material Component: A coiled copper wire. |
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| Targeting Ray (2000 Dragon Annual, © 2000 Dragon Mag., WotC, and Stephen Schubert) | |||||
| Divination | Brd/Sor/Wiz 1 | V, S, F | 1 Action | Medium (100 ft. + 10 ft./level) | |
| one creature | Effect: ray | 1 round/level | None | No | |
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The caster creates a luminous ray that, with a successful ranged touch attack, pulsates between the target and the caster. The ray acts as a range finder for the caster and any allies within 20 ft. of him. It provides a +1 insight bonus/3 caster levels to all ranged attacks against that target for the duration of the spell. The caster's allies need not see the caster, but must be able to see the ray. The caster can otherwise act normally for the duration of the spell. Allies who can see the target receive the bonus even if the caster loses LOS. Focus: A small metal or stone tube. |
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| Weapon Shift (Dragon #275; © 2000 Dragon Mag., WotC, and Owen K.C. Stephens) | ||||
| Transmutation | Sor/Wiz 1, Brd 2 | V, S, M | 1 Action | Touch |
| One Weapon | 5 min./level | None | No | |
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The weapon shift spell allows the caster to temporarily transform any one nonmagic melee weapon (of up to Large size) into a different melee weapon of the same size or smaller. Thus, a greatclub could be transformed into a greatsword, or a light pick into a morning star. Magic, ranged, improvised, and Huge or larger weapons cannot be targeted or created with this spell. Material Component: a piece of parchment folded into the shape of the weapon desired. |
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