Showing posts with label Abjuration. Show all posts
Showing posts with label Abjuration. Show all posts

Sunday, January 2, 2011

Campaign Design - Spells: Protection from Arrows

Protection from Arrows (from the Player's Handbook)
Abjuration

Level: Hexblade 2, Mind Weaver 2, Sorcerer/Wizard 2
Components: V, S, F
Casting Time: 1 standard action
Range: Touch
Target, Effect, or Area: Creature touched
Duration: 1 hour per caster level or until discharged
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

The warded creature gains resistance to ranged weapons. The subject gains damage reduction 10/magic against ranged weapons. This spell does not grant you the ability to damage creatures with similar damage reduction. Once the spell has prevented a total of 10 points of damage per caster level (maximum 100 points), it is discharged.

Focus: A piece of shell from a tortoise or a turtle.

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Campaign Design - Spells: Sphere of Safe Passage

Sphere of Safe Passage (from Portals & Planes)
Abjuration

Level: Cleric/Favored Soul 3, Druid/Spirit Shaman 3, Sorcerer/Wizard 3
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target, Effect, or Area: 30-foot-radius centered on you
Duration: 10 minutes per caster level
Saving Throw: None
Spell Resistance: No

You create a sphere of force that extends 30 feet in all directions around you. Within this bubble, the air remains comfortably warm and has enough oxygen to sustain you and your companions for the spell’s duration. You do not suffer the effects of planar traits while you remain within the sphere, and you ignore extreme weather, and heat or cold effects that deal nonlethal damage, and strong winds. Spells, abilities, and all other effects function within the sphere as normal. The sphere moves with you, but any physical barriers limit its size. It bends and folds to reshape itself as you move through tight quarters, into open areas, and back into a narrow area.

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Campaign Design - Spells: Privacy

Privacy (found in Spells & Spellcraft)
Abjuration

Level: Bard 4, Protection 5, Sorcerer/Wizard 4
Components: V, S, M/DF
Casting Time: 1 standard action
Range: 10 feet
Target, Effect, or Area: A 10-foot sphere centered on you
Duration: 1 hour per caster level
Saving Throw: None
Spell Resistance: No

This spell creates a shifting curtain of light or darkness to appear in a 10-foot circle around the caster. The sphere moves with him, making it difficult to detect anything within Both magical and non-magical detection methods become more difficult.

All attempts to use divination magic against anyone or anything in the sphere are blocked and anyone attempting to use such magic targeting anything inside the sphere must succeed at a caster level check (1d20 + caster level) against a DC of 13 + the privacy caster's level or the divination attempt fails. In addition, all Listen and Spot check targeting anything within the sphere have their DC increased by the caster's level.

Arcane material component: Diamond dust worth 100 shillings.

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Campaign Design - Spells: Cloak of the Phoenix

Cloak of the Phoenix (from Relics & Rituals: Excalibur)
Abjuration

Level: Cleric/Favored Soul 9
Components: V, S, M, DF
Casting Time: 1 minute
Range: 30 feet
Target, Effect, or Area: The caster and all allies within a 30-foot radius burst, centered on the caster
Duration: 1 minute per caster level
Saving Throw: None (harmless)
Spell Resistance: yes (harmless)

This spell cloaks you and your allies in a fiery, warm light. If any subject should die during the duration of the spell, they rise again within 1d6 rounds as if affected by the raise dead spell. A creature can only be raised once by the cloak of the phoenix; one who is brought back to life by this spell is no longer considered protected by this spell.

Material component: A ruby worth at least 1,000 shillings.

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Campaign Design - Spells: Ironheart

Ironheart (from Relics & Rituals)
Abjuration

Level: Cleric/Favored Soul 4, Paladin 4, Protection 4
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Target, Effect, or Area: One living creature touched
Duration: See text
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

The recipient of this spell receives a +5 resistance bonus that can be distributed among any desired Fortitude or Will saving throws. The recipient may, for example, choose to add +1 to his next five saving throws, or +2 then +3 to two rolls, or +5 to a single roll. The player declares what amount of the bonus is being used prior to rolling the saving throw. The bonus lasts until the recipient uses it up - that is to say until the entire +5 bonus has been expended, even if the bonus isn't used for days or weeks. A recipient can only have one ironheart spell cast on him at any one time.

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Campaign Design - Spells: Powershell

Powershell (from Spells & Magic)
Abjuration

Level: Sorcerer/Wizard 2
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target, Effect, or Area: You
Duration: 2 rounds per caster level (D)
Saving Throw: None
Spell Resistance: No

You gain spell resistance 20 against the next spell or spell-like ability that targets you or include you in its area of effect. Once one spell or spell-like ability is affected, the protection dissipates. You cannot apply this protection selectively; the spell does not distinguish between helpful and harmful magic, nor does it distinguish between the spells of the caster and other characters. The caster may only be affected by spells with a range of Personal.

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Campaign Design - Spells: Dallen's Private Sanctum

Dallen's Private Sanctum (from the Player's Handbook; originally Mordenkainen's Private Sanctum)
Abjuration

Level: Sorcerer/Wizard 5
Components: V, S, M
Casting Time: 10 minutes
Range: Close (25 feet + 5 feet per 2 caster levels)
Target, Effect, or Area: 30-foot cube per caster level (S)
Duration: 24 hours (D)
Saving Throw: None
Spell Resistance: No

This spell ensures privacy. Anyone looking into the area from outside sees only a dark, foggy mass. Darkvision cannot penetrate it. No sounds, no matter how loud, can escape the area, so nobody can eavesdrop from outside. Those inside can see out normally.

Divination (scrying) spells cannot perceive anything within the area, and those within are immune to detect thoughts. The ward prevents speech between those inside and those outside (because it blocks sound), but it does not prevent other communication, such as a sending or message spell, or telepathic communication, such as that between a wizard and her familiar.

The spell does not prevent creatures or objects from moving into and out of the area.

Dallen’s private sanctum can be made permanent with a permanency spell.

Material component: A thin sheet of lead, a piece of opaque glass, a wad of cotton or cloth, and powdered chrysolite.

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Campaign Design - Spells: Divine Raiment

Divine Raiment (from Relics & Rituals)
Abjuration

Level: Cleric/Favored Soul 3, Missionary 3, Protection 3
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Target, Effect, or Area: Self or creature touched
Duration: 2 rounds per caster level
Saving Throw: Will negates
Spell Resistance: No

Any opponent attempting to strike or otherwise directly attack the warded creature, even with a targeted spell, must attempt a Will save. Whether the protected creature attacks or not, anyone who wishes to do direct harm to the creature protected by divine raiment (including melee or ranged attacks or targeted spells, but not area of effect spells such as fireball) must make a Will save against the spell. Success means that the attacker may act normally and need not save again in order to continue attacking the protected creature. Failure means the attacker loses the action committed to the attack and may not attack the protected creature at all that round. However, the attacker may attempt to attack the protected creature and another Will save in the next round.

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Campaign Design - Spells: Lucius' Rustling Leaves

Lucius' Rustling Leaves (found in Spells & Spellcraft)
Abjuration

Level: Druid/Spirit Shaman 1, Ranger 1
Components: V, S, M, DF
Casting Time: 1 standard action
Range: Close (25 feet + 5 feet per 2 caster levels)
Target, Effect, or Area: 50 foot radius area
Duration: 2 hours per caster level
Saving Throw: None
Spell Resistance: No

This spell wards an area, making moving through it quietly more difficult. A creature entering the area affected by Lucius' rustling leaves creates a noise equal to a Medium-size creature trampling through a densely covered forest, imposing a -8 penalty to all Move Silently checks. Creatures that weigh 5 pounds r more that step into the area trigger the spell effect. The caster may designate one ally per caster level that will not trigger the spell's effect.

As with a magical trap, a rogue may detect and disarm the spell. The Disable Device DC to disarm Lucius' rustling leaves is 27.

Material component: Six dry tree leaves collected during autumn.

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Campaign Design - Spells: Fox Shield

Fox Shield (from Relics & Rituals: Excalibur)
Abjuration [Heraldry]

Level: Cleric/Favored Soul 0
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Target, Effect, or Area: Shield touched
Duration: 1 round
Saving Throw: None (harmless)
Spell Resistance: No (harmless)

This spell creates a shimmering, magical field around a touched shield. As the fox symbolizes wit in terms of its own defense, the shield's wielder gains the benefit of the Combat Expertise feat, regardless of prerequisites, for the duration of the spell.

A person can benefit from a heraldry spell only while using the affected shield; carrying it or wearing it across one’s back is not enough. A shield can hold only one heraldry spell at any given time. If multiple heraldry spells are cast on the same shield, only the most recently cast applies.

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Campaign Design - Spells: Protection from Spirits

Protection from Spirits (adapted from the Shaman's Handbook)
Abjuration

Level: Druid/Spirit Shaman 1, Spirit 1
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target, Effect, or Area: Creature touched
Duration: 1 minute per caster level (D)
Saving Throw: Will negates (harmless)
Spell Resistance: No (see text)

This spell wards a creature from attacks by spirit creatures and from mental control. It creates a magical barrier around the subject at a distance of 1 foot. The barrier moves with the subject and has three major effects.

First, the subject gains a +2 deflection bonus to Armor Class and a +2 resistance bonus on saves. Both these bonuses apply against attacks made or effects created by spirit creatures.

Second, the barrier blocks any attempt to possess the warded creature (by a magic jar attack, for example) or to exercise mental control over the creature (including enchantment (charm) effects and enchantment (compulsion) effects that grant the caster ongoing control over the subject, such as dominate person). The protection does not prevent such effects from targeting the protected creature, but it suppresses the effect for the duration of the protection from spirits effect. If the protection from spirits effect ends before the effect granting mental control does, the would-be controller would then be able to mentally command the controlled creature. Likewise, the barrier keeps out a possessing life force but does not expel one if it is in place before the spell is cast. This second effect works regardless of alignment.

Third, the spell prevents bodily contact by spirit creatures. This causes the natural weapon attacks of such creatures to fail and the creatures to recoil if such attacks require touching the warded creature. The protection against contact by spirit creatures ends if the warded creature makes an attack against or tries to force the barrier against the blocked creature. Spell resistance can allow a creature to overcome this protection and touch the warded creature.

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Campaign Design - Spells: Bulwark

Bulwark (from Relics & Rituals: Excalibur)
Abjuration

Level: Sorcerer/Wizard 4
Components: V, S, M, XP
Casting Time: 1 hour
Range: Touch
Target, Effect, or Area: One structure up to 20 feet swuare per 2 caster levels
Duration: Permanent
Saving Throw: None
Spell Resistance: No

This spell is designed to strengthen buildings. When cast, a soft glow spreads from your hands and flows across the wall, until it envelops the entire structure. Then the glow is absorbed into the building, leaving behind a faint, permanent sparkle to the stone, wood, brick, or clay. The material’s hardness increases by 5, and its hit points are doubled. This is a permanent effect. The structure can only receive the spell once, and you must spend 50 experience points per 20 square feet affected.

Material component: A one-inch square of granite, a similar cube of marble, and a diamond worth at least 75 shillings.

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Campaign Design - Spells: Nightfall

Nightfall (from Gods)
Abjuration

Level: Night 9
Components: V, S, DF, M, XP
Casting Time: 1 standard action
Range: See description
Target, Effect, or Area: See description
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

Nightfall literally moves the sun in the sky so that it becomes sunset from the caster's perspective. This spell affects the entire world, changing day into night and night into day, based upon the position of the sun in the sky.

Material component: One year from the caster's life.

Experience point cost: 1,000 experience points must be sacrificed when the spell is cast.

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Campaign Design - Spells: Tozlan Refuge

Tozlan Refuge (from Relics & Rituals II; originally Keshmeeri Refuge)
Abjuration

Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target, Effect, or Area: Creature touched
Duration: 24 hours
Saving Throw: None
Spell Resistance: No

Tozlan refuge surrounds the target with an aura that maintains a constant temperature of 70 degrees Fahrenheit and protects him from both the blazing heat of the day and the freezing cold of the night. It also shields the user from the effects of exposure to sun and wind, although it will not protect him from objects propelled by the wind, such as the snow driven by a blizzard or the sand blown by a sandstorm.

Material component: A pinch of desert sand.

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Campaign Design - Spells: Trigger Trap

Trigger Trap (found in Spells & Spellcraft)
Abjuration

Level: Bard 3 Gutter Mage 3, Sorcerer/Wizard 3
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 feet + 5 feet per 2 caster levels)
Target, Effect, or Area: 30 foot radius spread
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

This spell sets off any traps within its radius while allowing the spellcaster to stand safely at a distance. The rap must have a material trigger of some kind, either sound, movement, or pressure for the spell to work. This spell does not disable the trap, but merely causes it to activate. Continuous traps, such as zones of effect or magically altered fountains are not affected by this spell. A trap with multiple charges only loses one charge. If the trap has a non-visual effect or requires a target, the spellcaster will not know if the spell worked.

Arcane material component: A twig of wood wrapped in coarse twine.

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Campaign Design - Spells: Black Spellbreaker (Black Blade)

Black Spellbreaker (Black Blade) (found in the Book of Roguish Luck)
Abjuration

Components: S, F
Casting Time: 1 standard action
Range: Touch
Target, Effect, or Area: One object or creature touched
Duration: 1 round per caster level (D)
Saving Throw: None
Spell Resistance: No

You can cancel an existing ongoing spell effect on an object or creature, or temporarily suppress the magical abilities of a magic item, by touching it with the object affected by this spell, called the spellbreaker. The object you touch when casting the spell is subjected to an effect similar to a dispel magic spell. Spells that cannot be defeated by dispel magic cannot be affected by this spell.

The object or creature you want to affect with the black spellbreaker must be hit with a melee touch attack. You then make a caster level check (d20 + caster level, to a maximum caster level bonus of +10) against each ongoing spell currently on the object or creature (DC 11 + the target spell's caster level). If you succeed on a particular check, that spell is broken; if you fail, the spell remains in force. If the first attempt fails, that particular black spellbreaker is always unable to break that particular charm or spell.

If you target an object or creature that is the effect of an ongoing spell (such as a wall of iron), you may make a check to end the spell that conjured the object or creature.

Arcane focus: The spellbreaker object touched.

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Campaign Design - Spells: Woda's Disjunction

Woda's Disjunction (from the Player's Handbook; originally Mordenkainen's Disjunction)
Abjuration

Level: Magic 9, Mechanus 9, Mind Weaver 9, Sorcerer/Wizard 9
Components: V
Casting Time: 1 standard action
Range: Close (25 feet + 5 feet per 2 caster levels)
Target, Effect, or Area: All magical effects and magic items within a 40-foot-radius burst
Duration: Instantaneous
Saving Throw: Will negates (object)
Spell Resistance: No

All magical effects and magic items within the radius of the spell, except for those that you carry or touch, are disjoined. That is, spells and spell-like effects are separated into their individual components (ending the effect as a dispel magic spell does), and each permanent magic item must make a successful Will save or be turned into a normal item. An item in a creature’s possession uses its own Will save bonus or its possessor’s Will save bonus, whichever is higher.

You also have a 1% chance per caster level of destroying an antimagic field. If the antimagic field survives the disjunction, no items within it are disjoined.

Even artifacts are subject to disjunction, though there is only a 1% chance per caster level of actually affecting such powerful items. Additionally, if an artifact is destroyed, you must make a DC 25 Will save or permanently lose all spellcasting abilities. These abilities cannot be recovered by mortal magic, not even miracle or wish.

Note: Destroying artifacts is a dangerous business, and it is 95% likely to attract the attention of some powerful being who has an interest in or connection with the device.

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Campaign Design - Spells: Din of Mind

Din of Mind (from Giant Lore)
Abjuration

Level: Bard 4, Cleric/Favored Soul 4, Sorcerer/Wizard 5
Components: V, S
Casting Time: 1 standard action
Range: Close (25 feet + 5 feet per 2 caster levels)
Target, Effect, or Area: One creature
Duration: 1 minute per caster level
Saving Throw: Will negates
Spell Resistance: Yes

Upon casting this spell, the target's thoughts are partially drowned out by the mental equivalent of white noise. The target suffers a -8 circumstance penalty to any Concentration checks made during the duration of this spell. In addition, any spell with the compulsion or mind-affecting descriptor that is cast upon the subject of this spell automatically fails. If the target creature is already under the effect of a compulsion or mind-affecting spell, din of mind and that spell cancel each other out.

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Campaign Design - Spells: Grey Spellbreaker

Grey Spellbreaker (found in the Book of Roguish Luck)
Abjuration

Level: Duskblade 2, Shadowsworn 2, Sorcerer/Wizard 2
Components: S, F
Casting Time: 1 standard action
Range: Touch
Target, Effect, or Area: One object or creature touched
Duration: 1 round per caster level (D)
Saving Throw: None
Spell Resistance: No

You can cancel an existing ongoing spell effect on an object or creature, or temporarily suppress the magical abilities of a magic item, by touching it with the object affected by this spell, called the spellbreaker. The object you touch when casting the spell is subjected to an effect similar to a dispel magic spell. Spells that cannot be defeated by dispel magic cannot be affected by this spell.

The object or creature you want to affect with the grey spellbreaker must be hit with a melee touch attack. You then make a caster level check (d20 + caster level, to a maximum caster level bonus of +5) against each ongoing spell currently on the object or creature (DC 11 + the target spell's caster level). If you succeed on a particular check, that spell is broken; if you fail, the spell remains in force. If the first attempt fails, that particular grey spellbreaker is always unable to break that particular charm or spell.

If you target an object or creature that is the effect of an ongoing spell (such as a wall of iron), you may make a check to end the spell that conjured the object or creature.

Arcane focus: The spellbreaker object touched.

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Campaign Design - Spells: Force Shapechange

Force Shapechange (found in Races of Eberron)
Abjuration

Level: Truth 6
Components: V, S, DF
Casting Time: 1 standard action
Range: medium (100 feet + 10 feet per caster level)
Target, Effect, or Area: One creature per caster level
Duration: 1 round per caster level
Saving Throw: Will partial
Spell Resistance: Yes

When you cast this spell, you specify targets you know or believe to be shapechangers. Any shapechanger targeted by the spell takes 3d10 points of damage from wracking pain and reverts to its true form for the duration of the spell. A successful save negates the reversion and halves the damage dealt.

For the purpose of this spell, a shapechanger is any creature with the shapechanger type or a supernatural or extraordinary ability that allows it to assume an alternate form. A wizard who knows alter self is not a shapechanger (since a spell is not a supernatural or extraordinary ability), but a barghest is (since it has the supernatural ability to assume alternate forms even though its type is outsider).

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