Unapproachable East.pdf - The Forgotten Realms
Unapproachable East.pdf - The Forgotten Realms
Unapproachable East.pdf - The Forgotten Realms
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Focus: A slender gold-chased adamantine rod 1 foot long,<br />
worth at least 1,000 gp.<br />
Note: This spell first appeared in Magic of Faerûn. This<br />
version supersedes the one originally printed there.<br />
RECITATION<br />
Conjuration (Creation)<br />
Level: Clr 4<br />
Components: V, S, DF<br />
Casting Time: 1 standard action<br />
Range: 60 ft.<br />
Area: All allies and foes within a 60-ft.-radius burst centered<br />
on you<br />
Duration: 1 round/level<br />
Saving Throw: None<br />
Spell Resistance: Yes<br />
By reciting a sacred passage or declaration, you invoke your<br />
diety’s blessings upon yourself and your allies while causing<br />
confusion and weakness among your enemies. <strong>The</strong> spell affects<br />
all allies and foes within the spell’s area at the moment<br />
you cast it. You and your allies gain a +2 luck bonus on<br />
attack rolls and saving throws, or a +3 luck bonus of they<br />
worship the same patron deity as you. Enemies take a –2<br />
penalty on attack rolls and saving throws. After casting the<br />
spell, you are free to take further actions during the spell’s<br />
duration as you see fit.<br />
Divine Focus: In addition to your holy symbol, this spell requires<br />
a sacred text as a divine focus.<br />
SINSABUR’S BALEFUL BOLT<br />
Necromancy<br />
Level: Sor/Wiz 4<br />
Components: V, S<br />
Casting Time: 1 standard action<br />
Range: Medium (100 ft. + 10 ft./level)<br />
Area: 5 feet wide to medium range<br />
Duration: Instantaneous<br />
Saving Throw: Reflex half<br />
Spell Resistance: Yes<br />
You conjure a black bolt of dark energy that begins at your<br />
fingertips and crackles out to the maximum range. <strong>The</strong> bolt<br />
deals temporary Constitution damage and temporary<br />
Strength damage to each creature within its area, each equal<br />
to 1d3 points +1 per 4 caster levels (maximum 1d3+3). Lost<br />
ability score points are recovered normally at the rate of 1<br />
point per day.<br />
Constitution loss also causes a reduction in hit points by<br />
lowering the victim’s Constitution modifier. (Creatures<br />
cannot be reduced to less than 1 hit point per Hit Die by<br />
Constitution loss.) This hit-point loss may be fatal to a creature<br />
already injured, even if the Constitution loss alone does<br />
MAGIC AND SPELLS<br />
52<br />
not kill it. Creatures without Strength scores or Constitution<br />
scores are unaffected by this spell.<br />
SNILLOC’S SNOWBALL<br />
Evocation [Cold]<br />
Level: Sor/Wiz 1<br />
Components: V, S, M<br />
Casting Time: 1 standard action<br />
Range: 0 ft.<br />
Effect: Orb of cold<br />
Duration: 1 round/level (D)<br />
Saving Throw: None<br />
Spell Resistance: Yes<br />
An icy sphere of bitter cold appears in your hand, harming<br />
neither you nor your equipment. You can use the Snilloc’s<br />
snowball to strike opponents with a melee touch attack, or you<br />
can throw the orb as a ranged touch attack (maximum range<br />
120 feet, no range penalty). Either use deals 1d6 points of cold<br />
damage plus 1 point per caster level (maximum 1d6+5). Right<br />
after you hurl the icy sphere, another appears in your hand.<br />
You may throw up to one Snilloc’s snowball per caster level<br />
(maximum five orbs) before exhausting the spell.<br />
Material Component: A small bit of ivory.<br />
SOUL SCOUR<br />
Necromancy<br />
Level: Clr 5<br />
Components: V, S, M<br />
Casting Time: 1 standard action<br />
Range: Touch<br />
Effect: Living creature touched<br />
Duration: Instantaneous (see text)<br />
Saving Throw: Will negates (see text)<br />
Spell Resistance: Yes<br />
Your touch corrupts your victim’s very soul, damaging his<br />
mental characteristics. You must make a successful melee<br />
touch attack to deliver the spell. <strong>The</strong> spell deals 2d6 points of<br />
temporary Charisma damage and 1d6 points of temporary<br />
Wisdom damage immediately, and another 1d6 points of temporary<br />
Charisma damage 1 minute later. A successful Will<br />
save negates each instance of damage.<br />
Soul scour is not a poison and cannot be ameliorated or neutralized<br />
by spells that halt poison damage.<br />
Material Component: A pinch of dust from the bones of<br />
a lich.<br />
SPHERE OF ULTIMATE DESTRUCTION<br />
Conjuration (Creation)<br />
Level: Sor/Wiz 9<br />
Components: V, S, M<br />
Casting Time: 1 standard action