Expeditious Magic
Level: Cleric 6; Magic-user 7
Range: Self
Duration: 1 round / 2 levels
This spell causes other spells cast by the caster to take less time to invoke. The Initiative adjustment of spells cast are cut in half (round fractions down) while this spell is in effect.
Showing posts with label 6th Level Spells. Show all posts
Showing posts with label 6th Level Spells. Show all posts
Saturday, February 22, 2014
Tuesday, May 11, 2010
Transmute Flesh to Shadow
Transmute Flesh to Shadow*
Spell Level: Illusionist, 6th Level
Range: 20 ft
Duration: Permanent
Spell Level: Illusionist, 6th Level
Range: 20 ft
Duration: Permanent
When cast, if the victim fails a Toughness saving throw he becomes a shadow in all respects but he retains his armor class, hit dice and hit points unless those of a shadow are better. He will resemble his former self, even using shadow versions of his weapons and armor (these do not affect the combat statistics of the shadow).
The reverse of this spell, transmute shadow to flesh, will restore a transformed victim back to normal, or can be used to transform a shadow creature into a flesh and blood creature of a kind closely resembling the shadow with a failed Toughness saving throw (Flesh 'Shadow' - AC 7[12], HD 3+3, Att claw (1d4+Str drain), Save 14, Morale 7, MR Nil, Special strength drain, Move 120 ft (40 ft), CL/XP 4/120). In either case, if a System Shock saving throw is failed, the victim recieves 6d6 points of damage from the transformation.
The reverse of this spell, transmute shadow to flesh, will restore a transformed victim back to normal, or can be used to transform a shadow creature into a flesh and blood creature of a kind closely resembling the shadow with a failed Toughness saving throw (Flesh 'Shadow' - AC 7[12], HD 3+3, Att claw (1d4+Str drain), Save 14, Morale 7, MR Nil, Special strength drain, Move 120 ft (40 ft), CL/XP 4/120). In either case, if a System Shock saving throw is failed, the victim recieves 6d6 points of damage from the transformation.
Friday, May 07, 2010
Wall of Thorns
Wall of Thorns
Spell Level: Druid, 6th Level
Range: 80 ft
Duration: Permanent
Spell Level: Druid, 6th Level
Range: 80 ft
Duration: Permanent
The Druid conjures up thorny vines filling a 5 ft x 5 ft x 10 ft cube per two levels. Creatures in the area of the thorns suffer 2d4+2 points of damage. Hacking through 5 ft of vines with edged weapons inflicts full damage, whiel blunt weapons and piercing weapons inflict minimum damage. Each round spent hacking through the wall inflicts damage to the character. Each 5 ft section of the wall possesses 24 hit points plus the caster's level. Moving through a hole created thusly inflicts half damage each 5 ft moved due to the stray vines sticking and hanging out to catch the unwary. Normal fire is ineffective against the wall of thorns, but magical fire will burn them, creating an effect similar to a wall of fire for 1d4 turns if the damage is not enough to outright destroy it.
Tuesday, April 20, 2010
Power Word Sleep
Power Word Sleep
Spell Level: Magic-user, 6th Level
Range: 120 ft
Duration: 6 turns
When a Power Word Sleep is uttered, 4d6 hit dice worth of enemies of 7 Hit Dice or less in a 20 ft cube are put into an enchanted slumber, beginning with the weakest creatures first.
Spell Level: Magic-user, 6th Level
Range: 120 ft
Duration: 6 turns
When a Power Word Sleep is uttered, 4d6 hit dice worth of enemies of 7 Hit Dice or less in a 20 ft cube are put into an enchanted slumber, beginning with the weakest creatures first.
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