Unapproachable East.pdf - The Forgotten Realms
Unapproachable East.pdf - The Forgotten Realms
Unapproachable East.pdf - The Forgotten Realms
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other monsters or beings of the shadow type) take 1d6 points<br />
of damage per caster level, to a maximum of 10d6. Creatures<br />
subject to this effect are entitled to a Fortitude saving throw<br />
for half damage. Second, spells of the shadow subschool or the<br />
darkness descriptor (including shadow conjurations and<br />
shadow evocations) may be dispelled. Make a dispel check<br />
(1d20 + your caster level, maximum +10) against a DC of 11<br />
+ the target spell’s caster level.<br />
Material Component: A small piece of obsidian.<br />
ANIMATE DREAD WARRIOR<br />
Necromancy [Evil]<br />
Level: Sor/Wiz 6<br />
Components: V, S, M, XP<br />
Casting Time: 10 minutes<br />
Range: Touch<br />
Target: One humanoid corpse<br />
Duration: Instantaneous<br />
Saving Throw: None<br />
Spell Resistance: No<br />
You transform the corpse of a skilled warrior into an undead<br />
monster under your command. <strong>The</strong> corpse in question must be<br />
that of a humanoid with at least three levels or Hit Dice and<br />
no more Hit Dice than your own, killed within the last tenday.<br />
<strong>The</strong> body must be substantially whole, although any injury<br />
short of dismemberment does not interfere with the spell.<br />
Upon completion of the spell, the subject corpse reanimates<br />
as a dread warrior under your command (see the Dread Warrior<br />
entry in Chapter 6: Monsters of the <strong>East</strong>). <strong>The</strong> creature<br />
serves loyally and obeys your orders to the best of its ability,<br />
although a cleric with the ability to command undead can<br />
usurp your control with a sufficiently high rebuke undead<br />
check. Upon the caster’s death, the dread warrior becomes a<br />
free-willed undead creature.<br />
Created twenty years ago by the zulkir of Necromancy,<br />
Szass Tam, this spell is found only in the spellbooks of those<br />
Red Wizards who served as his apprentices and the apprentices<br />
of those apprentices. Szass Tam has been using this spell to<br />
steadily create a vast army of dread warriors.<br />
Material Component: A rusted fragment of a sword blade<br />
broken in battle.<br />
XP Cost: 250 XP per HD of the dread warrior created.<br />
BALL LIGHTNING<br />
Evocation [Electricity]<br />
Level: Sor/Wiz 5<br />
Components: V, S, M<br />
Casting Time: 1 standard action<br />
Range: Medium (100 ft. + 10 ft./level)<br />
Effect: One or more balls of lightning, up to 1/2 levels<br />
Duration: 1 round/level<br />
Saving Throw: Reflex half<br />
Spell Resistance: Yes<br />
MAGIC AND SPELLS<br />
48<br />
You create one or more 3-foot-diameter balls of lightning that<br />
shed light as candles and move under your control. You can<br />
deal a number of damage dice (d6) equal to half your caster<br />
level (maximum 10d6), divided however you see fit, although<br />
no one ball can deal less than 1d6 points of damage. For example,<br />
a 9th-level caster could create one 4d6 lightning ball,<br />
two 2d6 balls, four 1d6 balls, or a 2d6 ball and two 1d6 balls.<br />
On the round in which you cast the spell, the lightning balls<br />
appear where you wish in the spell’s range, and you may direct<br />
their movements as a free action. On following rounds, you<br />
must actively direct the lightning balls to move them; otherwise,<br />
they stay at rest and damage any creature in the spaces<br />
they occupy. Directing the movement of all existing lightning<br />
balls is a move-equivalent action for you. A lightning ball has<br />
a fly speed of 100 feet with perfect maneuverability. If a<br />
lightning ball enters a space with a creature, it stops moving<br />
for the round and deals electricity damage equal to the assigned<br />
number of dice. <strong>The</strong> target of a lightning ball can halve<br />
this damage with a successful Reflex save. A ball winks out if<br />
it exceeds the spell’s range.<br />
Note: This spell first appeared in Magic of Faerûn. This<br />
version supersedes the one originally printed there.<br />
Material Component: A handful of copper and iron pellets.<br />
BELTYN’S BURNING BLOOD<br />
Necromancy<br />
Level: Nar demonbinder 4, Sor/Wiz 5<br />
Components: V, S, M<br />
Casting Time: 1 standard action<br />
Range: Medium (100 ft. + 10 ft./level)<br />
Target: One living creature<br />
Duration: 1 round/level (D)<br />
Saving Throw: Fortitude partial (see text)<br />
Spell Resistance: Yes<br />
You infuse a living creature’s blood with a hot, corrosive mixture,<br />
dealing 1d8 points of acid damage and 1d8 points of fire<br />
damage per round. Each round, on its action, the subject may<br />
attempt a Fortitude save to negate that round’s damage, but<br />
a successful save in one round does not necessarily prevent<br />
damage in future rounds. On any round in which the subject<br />
fails its Fortitude save, the pain limits it to a single moveequivalent<br />
action in that round.<br />
Beltyn’s burning blood does not affect creatures of the construct,<br />
elemental, ooze, plant, or undead types.<br />
Material Component: A drop of blood and a pinch of<br />
saltpeter.<br />
BLADEBANE<br />
Transmutation<br />
Level: Clr 3, Pal 2, Sor/Wiz 4<br />
Components: V, S, M<br />
Casting Time: 1 standard action<br />
Range: Touch