Unapproachable East.pdf - The Forgotten Realms
Unapproachable East.pdf - The Forgotten Realms
Unapproachable East.pdf - The Forgotten Realms
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While blinking, you strike as an invisible creature (+2 bonus<br />
on attack rolls), denying your target any Dexterity bonus to<br />
AC. You take only half damage from falling, since you are subject<br />
to gravity only while you are on the Material Plane.<br />
You can ready an action to blink away from a specific<br />
enemy attack, physical or magical. If you do so, the attack<br />
misses automatically unless it can also affect ethereal targets.<br />
You move at three-quarters speed, since movement on the<br />
Ethereal Plane is at half speed and you spend about half your<br />
time there and half your time material.<br />
While blinking, you can step through (but not see<br />
through) solid objects. You do not risk materializing inside a<br />
solid object unless you actually end your move inside one, in<br />
which case you materialize and are shunted off to the nearest<br />
open space. You take 1d6 points of damage per 5 feet traveled<br />
in this manner.<br />
Since you spend about half your time on the Ethereal Plane,<br />
you can see and even attack ethereal creatures. You interact<br />
with ethereal creatures in roughly the same way you interact<br />
with material ones (their attacks have a 50% miss chance<br />
against you, and so on).<br />
IMPROVED MAGE ARMOR<br />
Conjuration (Creation) [Force]<br />
Level: Sor/Wiz 3<br />
Components: V, S, M<br />
Casting Time: 1 standard action<br />
Range: Touch<br />
Target: Creature touched<br />
Duration: 1 minute/level (D)<br />
Saving Throw: Will negates (harmless)<br />
Spell Resistance: Yes (harmless)<br />
You create an invisible but tangible field of force around the<br />
subject of the spell. This provides an armor bonus to AC of +3<br />
+ 1 per 2 caster levels, to a maximum of +8 at 10th caster<br />
level. Unlike mundane armor, improved mage armor entails no<br />
armor check penalty, arcane spell failure chance, or speed reduction.<br />
Since improved mage armor is made of force, incorporeal<br />
creatures can’t bypass it the way they do normal armor.<br />
Material Component: A tiny platinum shield worth at least<br />
100 gp.<br />
LOW-LIGHT VISION<br />
Transmutation<br />
Level: Asn 1, Hrp 1, Hth 1, Rgr 1, Sor/Wiz 1<br />
Components: V, S<br />
Casting Time: 1 standard action<br />
Range: Touch<br />
Target: Creature touched<br />
Duration: 1 hour/level<br />
Saving Throw: None<br />
Spell Resistance: Yes (harmless)<br />
MAGIC AND SPELLS<br />
51<br />
You give the target creature low-light vision, the ability to see<br />
twice as far as a human in starlight, moonlight, torchlight,<br />
and similar conditions of poor illumination. <strong>The</strong> target retains<br />
the ability to distinguish color and detail under these<br />
conditions.<br />
Arcane Material Component: A small candle.<br />
NYBOR'S GENTLE REMINDER<br />
Enchantment (Compulsion) [Mind-Affecting]<br />
Level: Sor/Wiz 1 (Red Wizard)<br />
Components: V, S, F<br />
Casting Time: 1 action<br />
Range: Close (25 ft. + 5 ft./2 levels)<br />
Target: One living creature<br />
Duration: 1 round/level (D)<br />
Saving Throw: Fortitude negates<br />
Spell Resistance: Yes<br />
This spell is popular with Thayan slave overseers and those<br />
wishing to make their servants work a little faster, but the Red<br />
Wizards mainly employ it as a combat spell. <strong>The</strong> subject suffers<br />
agonizing pain for the duration of the spell unless he succeeds<br />
on a Fortitude save. If the subject fails his saving throw,<br />
he is dazed for 1 round, and takes a –2 penalty on all attacks,<br />
saving throws, and checks while the spell lasts. Nybor's gentle<br />
reminder distracts spellcasters, who must make Concentration<br />
checks to cast spells while under its effect (see the Concentration<br />
skill description in the Player's Handbook).<br />
Focus: A slender wooden rod at least 1 foot long.<br />
Note: This spell first appeared in Magic of Faerûn. This<br />
version supersedes the one originally printed there.<br />
NYBOR'S STERN REPROOF<br />
Enchantment (Compulsion) [Mind-Affecting]<br />
Level: Sor/Wiz 7 (Red Wizard)<br />
Components: V, S, F<br />
Casting Time: 1 action<br />
Range: Close (25 ft. + 5 ft./2 levels)<br />
Target: One living creature<br />
Duration: 1 round/level (D)<br />
Saving Throw: See text<br />
Spell Resistance: Yes<br />
This spell causes stabbing pains even greater than those of<br />
Nybor's gentle reminder. <strong>The</strong> target creature must succeed on<br />
a Fortitude save or die instantly. If he survives, the subject is<br />
dazed for 1d4 rounds unless he succeeds on a Will save. Regardless<br />
of whether he succeeds on this second save, the subject<br />
takes a –2 penalty on all attacks, saving throws, and<br />
checks while the spell lasts. Nybor's stern reproof distracts<br />
spellcasters, who must make Concentration checks to cast<br />
spells while under its effects (see the Concentration skill<br />
description in the Player's Handbook).