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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

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