
![]()
| Call Familiar (Dragon #280; © 2001 Dragon, WotC and Stephen Kenson) | |||||
| Transmutation [Teleportation] | Sor/Wiz 3 | V, S | 1 action | 1 Mile | |
| Caster's Familiar | Instantaneous` | None | Yes (Harmless) | ||
|
This spell summons your familiar into your presence from up to a mile away (within range of your empathic link). The familiar appears immediately, anywhere within arms reach of you. |
|||||
| Diamondsteel (Dragon #275; © 2000 Dragon, WotC and Owen K.C. Stephens) | |||||
| Transmutation | Sor/Wiz 3, Brd 4 | V, S, M | 10 minutes | Touch | |
| Suit of metal amror touched | 1 hour/level | None | No | ||
|
Diamondsteel enhances the protection of one suit of metal armor. This adds a +1 hardness bonus to the AC of light and medium metal armors, as well as increasing the armor's own hardness value by 2. All heavy metal armors gain a +2 hardness bonus to AC and have their own hardness values increased by 3. Material Component: diamond dust worth at least 100 gp. |
|||||
| Diamondsteel (Dragon #275; © 2000 Dragon, WotC and Owen K.C. Stephens) | |||||
| Transmutation | Sor/Wiz 3, Brd 4 | V, S, M | 10 minutes | Touch | |
| Suit of metal amror touched | 1 hour/level | None | No | ||
|
Diamondsteel enhances the protection of one suit of metal armor. This adds a +1 hardness bonus to the AC of light and medium metal armors, as well as increasing the armor's own hardness value by 2. All heavy metal armors gain a +2 hardness bonus to AC and have their own hardness values increased by 3. Material Component: diamond dust worth at least 100 gp. |
|||||
| Minor Reflection (From 2000 Dragon Annual; © 2000 Dragon, WotC and Stephen Schubert) | |||||
| Abjuration | Brd/Sor/Wiz 3 | V, S, F | 1 Action | Personal | |
| You | 1 minute/level | None | No | ||
|
As this spell is cast, a brief shimmering appears around the caster. For the duration of the spell, the caster is protected against ranged touch attacks, including ray spells and creature ray attacks. Any ranged touch attack directed at the caster is automatically reflected back at the original caster. Focus: a glass prism. |
|||||
| Rust Ray (From 2000 Dragon Annual; © 2000 Dragon, WotC and Stephen Schubert) | |||||
| Transmutation | Sor/Wiz 3 | V, S, M | 1 Action | Close (25 ft. + 5 ft./2 levels) | |
| One Creature | Effect: Ray | One ferrous object or one ferrous creature | None | No | |
|
With a successful ranged
touch attack, this russet colored ray corrodes metal that it touches.
It can effectively destroy any non-magical iron or iron allow object.
Such objects struck by the rust ray take 2d6 points of damage
+1/two caster levels (maximum +10), ignoring hardness. The caster can
also target a weapon being wielded or metal armor being worn. Metal
armor affected by this ray takes normal damage from the spell and loses
1d4 points of AC through corrosion. If a weapon is reduced to 0 hp,
it is destroyed. Ferrous creatures struck by the ray take the same damage
as objects. Material: rust dust or a piece of rust monster. |
|||||
| Sting Ray (From 2000 Dragon Annual; © 2000 Dragon, WotC and Stephen Schubert) | |||||
| Enchantment (Compulsion) [Mind-Affecting] | Brd/Sor/Wiz 3 | V, S, M | 1 Action | Close (25 ft. + 5 ft./2 levels) | |
| One Creature | Effect: Ray | Instantaneous | Will Negates | Yes | |
|
This ray creates a sensation of many tiny insects biting and crawling on the target. The target can attempt a Will save each round to shake off the effects. Until the spell is shrugged off, the victim is hampered by the unsettling feeling of all the stinging and biting and is staggered, able only to perform partial actions each round. The victim also suffers -2 to AC. If the victim attempts to cast a spell, he must make a Concentration check with a DC equal to the sting ray's DC + the level of the spell the target is attempting to cast. Material: four dried stinging insects (bees, spiders, and so on) |
|||||
| Greater Disrupt Undead (From 2000 Dragon Annual; © 2000 Dragon, WotC and Stephen Schubert) | |||||
| Necromancy | Sor/Wiz 3 | V, S | 1 Action | Close (25 ft. + 5 ft./2 levels) | |
| One Creature | Effect: Ray | Instantaneous | None | Yes | |
|
This spell works as the cantrip disrupt undead, except that this ray causes 1d6 points of damage per caster level to any undead, to a maximum of 10d6. If part of the damage is sufficient to destroy the first undead, then the ray continues through that target to strike any undead behind. This process continues until all damage is dealt. The caster must succeed at a ranged touch attack for each target. |
|||||