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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

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