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

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.

 

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).

 

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.

 

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

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.

 

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.

 

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

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.

 

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

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.
      Alternatively, the ray can be used to encase objects or a target in ice. A sword could be frozen in it's scabbard, feet frozen to the floor, and so on. Freezing an item or a creature still requires a successful ranged touch attack, and creatures are allowed a Reflex saving throw to avoid being trapped. Freeing encased items (including feet) is a standard action and requires a Strength check with a DC equal to the spell's save DC. A creature whose feet are frozen to the floor receives no Dex bonus to AC and incurs a -2 penalty to attack rolls.
      If used on a body of water, the spell freezes a circular area with a diameter in feet equal to the caster's level (maximum of 10 foot diameter), to a thickness of the caster's level in inches (maximum 10 inches thick).

Material: Snow, ice, or melted snow or ice.

 

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

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.

 

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.

 

 

 

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