Unapproachable East.pdf - The Forgotten Realms
Unapproachable East.pdf - The Forgotten Realms
Unapproachable East.pdf - The Forgotten Realms
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Illustration by Matt Wilson<br />
Target: Weapon touched<br />
Duration: 1 round/level<br />
Saving Throw: Will negates (harmless, object)<br />
Spell Resistance: Yes (harmless, object)<br />
You impart a deadly quality to a single bladed weapon (any<br />
slashing weapon) for a short time. Bladebane confers the<br />
bane ability on the weapon touched, against a creature type<br />
(and subtype, if necessary) of your choice. <strong>The</strong> weapon’s enhancement<br />
bonus increases by +2 against the appropriate<br />
creature type, and it deals +2d6 points of bonus damage to<br />
those creatures.<br />
Material Component: A drop of blood and ruby dust<br />
worth 500 gp.<br />
DECASTAVE<br />
Conjuration (Creation) [Force]<br />
Level: Sor/Wiz 2<br />
Components: V, S, M<br />
Casting Time: 1 standard action<br />
Range: 0 ft.<br />
Effect: Quarterstaff of<br />
force<br />
Duration: 1 round/<br />
level (D)<br />
Saving Throw: None<br />
Spell Resistance: Yes<br />
You conjure into existence a quarterstaff of force,<br />
approximately 8 feet long and 2 inches in diameter. <strong>The</strong><br />
decastave lasts only so long as you keep it in hand; if you<br />
give it to another character or drop it, it vanishes. (You<br />
can cast other spells with somatic components by holding<br />
the staff in one hand.)<br />
You can use the decastave in combat to strike with a<br />
melee touch attack, dealing 1d6 points of damage per<br />
hit. Since the decastave is made of force, it affects incorporeal<br />
and ethereal creatures normally (provided<br />
you can see such creatures). <strong>The</strong> decastave possesses the<br />
thundering weapon ability and deals 1d8 points of<br />
bonus sonic damage on a critical hit. Subjects dealt a critical<br />
hit by the decastave must also succeed at a Fortitude save<br />
(DC 14) or be deafened permanently.<br />
Material Component: A slender wand of duskwood (this<br />
material is described in Chapter 6: Magic Items of Magic<br />
of Faerûn).<br />
FIENDFORM<br />
Transmutation [Evil]<br />
Level: Nar demonbinder 6, Sor/Wiz 6<br />
Components: V, M<br />
Duration: 1 minute/level<br />
MAGIC AND SPELLS<br />
Decastave<br />
49<br />
As polymorph self (see the spell entry in Chapter 11: Spells of<br />
the Player’s Handbook), except as noted above and as follows.<br />
You may take the form of any fiendish creature, demon, or<br />
devil that can be summoned by summon monster I–V. You<br />
cannot assume multiple forms with each use of the spell, but<br />
you gain all the creature’s extraordinary, spell-like, and supernatural<br />
abilities. Your type changes to “outsider,” and spells<br />
and effects that harm or ward evil outsiders affect you. Spells<br />
that would banish you to your home plane end this spell and<br />
leave you staggered for 1 round per caster level but do not<br />
send you to another plane.<br />
Material Component: A bone from any fiendish creature,<br />
half-fiendish creature, demon, or devil.<br />
FORCE ORB<br />
Evocation [Force]<br />
Level: Nentyar hunter 4, Sor/Wiz 4<br />
Components: V, S<br />
Casting Time: 1 standard action<br />
Range: Medium (100 ft. + 10 ft./level)<br />
Targets: One or more creatures or objects,<br />
no two of which can be<br />
more than 30 ft. apart<br />
Duration: Instantaneous<br />
Saving Throw: Fortitude half<br />
or Reflex half (see text)<br />
Spell Resistance: Yes<br />
One or more globes of force about 3 inches across streak<br />
from your palm at their targets. You must succeed at a<br />
ranged touch attack to hit your target. <strong>The</strong> orbs deal a<br />
total of 1d6 points of damage per caster level (maximum<br />
10d6), divided any way you see fit, but a single orb must<br />
deal at least 1d6 points of damage. You declare the division<br />
of damage between targets before making your<br />
attack rolls. A creature struck directly takes the orb’s<br />
damage. A successful Fortitude save reduces damage<br />
by half.<br />
If you miss, the orb explodes in a 10-foot burst, dealing<br />
2 points per die of damage assigned to that orb. A<br />
successful Reflex save reduces the burst damage by half.<br />
GHORUS TOTH’S MAGNETISM<br />
Transmutation<br />
Level: Sor/Wiz 6<br />
Components: V, S, M<br />
Casting Time: 1 standard action<br />
Range: Medium (100 ft. + 10 ft./level)<br />
Targets: One metallic creature or object<br />
Duration: 1 minute/level (D)<br />
Saving Throw: None<br />
Spell Resistance: Yes