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| Bristle (Dragon #275; © 2000 Dragon, WotC and Owen K.C. Stephens) | |||||
| Transmutation | Sor/Wiz 2 | V, S | 1 Action | Touch | |
| 1 Suit of Armor | 1 min./level | None | No | ||
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This spell temporarily enchants one suit of armor causing it to grow long, hard spikes that stick out in all directions. This spell does not work on clothing other than armor, but it does work on armor that already has spikes on it. The spikes are flexible enough not to hamper movement. Each round, the first time the wearer attacks a target in melee, 1d4 spikes strike out as well (as a melee attack), growing in length and hardness. The spikes have a total attack bonus equal to the spellcasting level of the caster (no other bonuses apply). Each spike does 1d4 points of damage. The spikes never score a critical hit. |
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| Distracting Ray (From 2000 Dragon Annual; © 2000 Dragon, WotC and Stephen Schubert) | |||||
| Abjuration | Brd/Sor/Wiz 2 | V, S | 1 Action | Close (25 ft. + 5 ft./2 levels) | |
| One Creature | Effect: Ray | Instantaneous | None | No | |
| This ray attempts
to undo magic as it is cast. Used in the same manner as a counterspell
(as a readied action), the ray interferes with the manipulation of divine
or arcane magic by dazzling the target with bizarre swirling and flashing
lights. If the ray successfully strikes a spellcaster (ranged touch attack
roll required), and that spell caster is in the process of casting a spell,
then the target must make a Concentration check to avoid losing the spell.
The DC of the check is equal to the save DC of the distracting ray (12
+ caster's relevant ability modifier) + spell level of the target's spell
+ 1/level of the caster. Thus if a 3rd-level wizard with an Int of 16 attempts to cast a distracting ray on a sorcerer casting a fireball spell, the sorcerer would need to make a Concentration check with a DC of 21 (15 + 3 + 3). |
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| Familiar's Sense (From Dragon #280; © 2001 Dragon, WotC and Stephen Kenson) | |||||
| Divination | Sor/Wiz 2 | V, S | 1 Action | See Text | |
| Caster's Fmailiar | 1 min./level | None | Yes (Harmless) | ||
| This spell allows
you to perceive some of what your fmailiar does, regardless of the distance
between you. As a partial action each round for the duration of the spell,
you can replace one of your senses with one of your familiar's senses.
You then sense what the familiar sense with that particular sense. You
see what the familiar sees, etc. The familiar doesn't lose any of it's
sense when they are borrowed. The spell does not grant the aility to communicate with your familiar if it is outside the range of the empathic link. You use your normal Listen and Spot skills to notice things, modified by the familiars Alertness feat. Lead or magical protections block the spell. |
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| Familiar's Touch (From Dragon #280; © 2001 Dragon, WotC and Stephen Kenson) | |||||
| Conjuration | Sor/Wiz 2 | V, S | 1 Action | Medium (100 ft. + 10 ft./level) | |
| Caster's Fmailiar | 1 min./level | None | No | ||
| You can cast any spells with a range of touch and have them delivered by your familiar. Unlike the familiar touch ability, you and your familiar do not need to be in physical contact at the time the spell is cast. The familiar must still make a touch attack against the target to deliver the spell. | |||||
| Hurl (Dragon #275; © 2000 Dragon, WotC and Owen K.C. Stephens) | |||||
| Transmutation | Sor/Wiz 2 | V, S, M | 1 Action | Touch | |
| Weapon touched | 1 min./level | None | No | ||
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The hurl spell enchants one melee weapon so that it will return to the thrower after being thrown. For the duration of the spell, when thrown, the weapon returns to wielder at the start of his next action (next round). The wepon returns wether it hit or missed it's target. On it's return, the weapon hover near the wielder for 1 round. After 1 round it drops to the ground. The weapon only returns if it is thrown, not if it is dropped or taken by an opponent. (An improvised weapon or a weapon not designed for throwing has a range increment of 10 ft.) Only weapons of up to Large size can be enchanted. Material component: A bit of wood or leather from a throwing axe or spear. |
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| Lesser Spell Immunity (Dragon #275; © 2000 Dragon Magazine, WotC and Owen K.C. Stephens) | ||||
| Abjuration | Sor/Wiz 2 | V, S | 1 Action | Touch |
| One Creature | 10 min./level | Will negates (Harmless) | Yes (Harmless | |
| A weaker version
of spell immunity, this spell protects one creature from a single
1st- or 2nd-level spell. The creature effectively has unbeatable Spell
Resistance regarding the chosen spell. Lesser spell immunity can't
protect a creature from a spell to which Spell Resistance doesn't apply.
This spell works against other spells, spell-like effects, and innate
spell-like abilities. it does not protect against supernatural or extraordinary
abilities, such as breath weapons or gaze attacks. Only a particular spell
can be protected against, not a sphere of spells or a group of spells
with similar effects; thus a creature given immunity to magic missile
is still vulnerable to Melf's acid arrow. A creature can only have one lesser spell immunity or spell immunity in effect at a time. |
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| Rapid Strikes (Dragon #275; © 2000 Dragon Magazine, WotC and Owen K.C. Stephens) | ||||
| Transmutation | Brd/Sor/Wiz 2 | V, S | 1 Action | Touch |
| One Creature | 1 round/level | Fortitude negates | Yes (Harmless | |
| A creature targeted by rapid strikes performs more quickly in combat. This give the target one extra partial action each round that can only be used to perform a single melee attack at the attacker's best attack bonus. Unlike te spell haste, the extra action can only be used to attack; there is no increase in speed, AC, or additional non-attack actions. | ||||
| Ray of Dizziness (From 2000 Dragon Annual; © 2000 Dragon, WotC and Stephen Schubert) | |||||
| Enchantment (Compulsion) | Brd/Sor/Wiz 2 | V, S, F | 1 Action | Close (25 ft. + 5 ft./2 levels) | |
| One Creature | Effect: Ray | 1 round/level | Will Negates | Yes | |
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The ray from this spell shoots toward the target in a spiraling corkscrew. If the ranged touch attack is successful and the saving throw is failed, then the target experiences strong feelings of vertigo and is considered to be staggered. Staggered characters can only take partial actions when they could normally take standard actions. In addition, affected suffer a -2 penalty to AC, melee attack rolls, melee damage rolls, and Reflex saves. Focus: A small top. |
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| Ray of Sickness (From 2000 Dragon Annual; © 2000 Dragon, WotC and Stephen Schubert) | |||||
| Necromancy | Sor/Wiz 2 | V, S | 1 Action | Close (25 ft. + 5 ft./2 levels) | |
| One Creature | Effect: Ray | 1 round/level | Fortitude Negates | Yes | |
| With a successful ranged touch attack, a sickly green ray strikes the target. The ray makes the target temporarily nauseated. Nauseated characters are unable to attack, cast or concentrate on spells, or do anything else requiring attention. The only action an affected character can take is a single move (or move equivalent action) per round. | |||||
| Ray of Ice (From 2000 Dragon Annual; © 2000 Dragon, WotC and Stephen Schubert) | |||||
| Evocation [Cold] | Sor/Wiz 2 | V, S, M | 1 Action | Close (25 ft. + 5 ft./2 levels) | |
| One Creature | Effect: Ray | Instantaneous | See Text | Yes | |
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A cyan ray beams from the caster's fingertips and, with a successful
ranged touch attack, hits the target. If used as a simple attack, the
ray inflicts 1d6 points of cold damage for every 2 levels of the caster
to a maximum of 5d6 at 10th level. A Fortitude save halves the damage. Material: Snow, ice, or melted snow or ice. |
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| Ray of Stupidity (From 2000 Dragon Annual; © 2000 Dragon, WotC and Stephen Schubert) | |||||
| Enchantment (Compulsion) [Mind-Affecting] | Sor/Wiz 2 | V, S, M | 1 Action | Close (25 ft. + 5 ft./2 levels) | |
| One Creature | Effect: Ray | 1 minute/level | Will negates | Yes | |
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With a successful ranged touch attack, a bright yellow beam hits the target. The ray temporarily reduces the targets Intelligence with enchantment penalty of -1d4, with an additional -1/2 caster levels to a maximum of -5. The spell cannot reduce intelligence below 1. If the target is a Wizard, she might temporarily lose the ability to cast some or all of his spells if the Intelligence score drops too low. The ability to cast those (prepared) spells returns at the expiration of the spell. Material: a miniature cone shaped hat. |
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| Share Life (From Dragon #280; © 2001 Dragon, WotC and Stephen Kenson) | |||||
| Necromancy | Sor/Wiz 2 | V, S | 1 Action | Touch | |
| Caster's Fmailiar | Instantaneous | None | No | ||
| This allows you to transfer some of your life force to your familiar. You can transfer a number of hit points equal to your level to your familiar by touch, healing any damage it has suffered by taking the damage onto yourself. You cannot increase your familiars hit points above their normal level. | |||||