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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

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