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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).

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