Showing posts with label Force. Show all posts
Showing posts with label Force. Show all posts

Monday, January 3, 2011

Campaign Design - Spells: Brega's Shockwave

Brega's Shockwave (adapted from Hammer & Helm: A Guidebook to Dwarves; originally Bornhaln's Shockwave)
Evocation [Force]

Level: Sorcerer/Wizard 4
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target, Effect, or Area: 10-foot radius burst centered on you
Duration: Instantaneous
Saving Throw: No (see text)
Spell Resistance: Yes

A powerful shockwave radiates outward from you, blasting all in the area of effect for 1d6 points of damage per 2 caster levels (maximum 10d6). In addition, the spell pushes creatures of Large or smaller size 5 feet back. Affected creatures may make a Fortitude saving throw to resist being pushed back. This spell damages objects as well as creatures, and unattended objects are likewise pushed away.

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Sunday, January 2, 2011

Campaign Design - Spells: Darmas' Hammer

Darmas' Hammer (adapted from the Complete Guide to Drow; originally Chaos Hammer)
Evocation [Force]

Level: Combat 8
Components: V, S, DF
Casting Time: 1 standard action
Range: Long (400 feet + 40 feet per caster level)
Target, Effect, or Area: Rampaging warhammer of force
Duration: 1 minute per caster level
Saving Throw: None
Spell Resistance: No

This spell creates a horrific spiked hammer of pure force that embarks on a bloody rampage under the control of no one but Darmas himself. The hammer, made of dull red force energy, materializes beside the caster and then immediately begins its rampage.

The hammer targets the nearest enemy, and cannot in any way be directed by the caster. It attacks as if it were a +5 warhammer with an 18 Strength and the same base attack bonus as a fighter of the caster's level (including multiple attacks, if applicable). It has the feats Power Attack, Cleave, and Great Cleave. Discretion on using Power Attack is the only control the caster has over the hammer. For purposes of overcoming damage reduction, the hammer is lawful, magic, and evil.

On the first round, Darmas' hammer devotes all of its attacks at the first target, cleaving into nearby enemies if applicable. If the first target is killed, it attacks another randomly determined enemy within 120 feet. On subsequent attacks, it continues to change targets randomly each round until the duration ends or there are no more enemies. If two rounds pass with no enemies, it blinks out of existence.

The warhammer has a mind of its own and cannot be directed by the caster. It always attacks enemies, but does so from the perspective of Darmas. A charmed ally may be attacked by the hammer, and "allies" who have fought against Darmas in the past may also find themselves attacked. A caster who has betrayed Darmas will find himself attacked by the warhammer, as will any non-worshippers who debase this spell by casting it while not an adherent of Darmas.

No concentration is required for the weapon to continue fighting. In all other respects this spell is like spiritual weapon.

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Campaign Design - Spells: Threatening Weapon

Threatening Weapon (found in the Book of Eldritch Might II)
Evocation [Force]

Components: V, S
Casting Time: 1 standard action
Range: Medium (100 feet + 10 feet per caster level)
Target, Effect, or Area: A magical weapon of force
Duration: 1 round per caster level (D)
Saving Throw: None
Spell Resistance: Yes

A melee weapon made of pure force springs into existence an attacks opponents when they provoke attacks of opportunity, dealing 1d8 points of damage per hit with a critical threat range of 19-20/x2. The weapon takes the shape of any Medium-size simple or martial weapon you desire. it is visible and takes up a 5-foot-square area, like a edium creature. it uses your base attack bonus as its base attack bonus. It strikes as a spell, not as a weapon, so, for example, it can strike incorporeal creatures.

The weapon threatens the 5-foot area around it and makes attacks of opportunity against any within this area that provoke them, even you or your allies. The weapon can make 1 attack of opportunity per caster level per round, but otherwise takes no actions. If in position where it is flanking an opponent with another combatant, it provides a flanking bonus for the other attacker and gets one itself if it has the the opportunity to strike. Your feats, such as Weapon Focus, or combat actions, such as charge, fo not affect the weapon. If the weapon goes beyond the spell range, if it leaves your sight, or if you are rendered help[less, it returns to you and hovers.

Each round after the first, you can use a standard action to move the position of the weapon to threaten a new area anywhere within range. If you do not, the weapon remains where it is. The threatening weapon cannot be attacked or damaged.

If an attacked creature has spell resistance, check for resistance the first time the threatening weapon strikes it. If the creature successfully resist the weapon, it dispels the spell. if not, the weapon retains its normal full effect for the duration of the spell.

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Campaign Design - Spells: Axe of Darmas

Axe of Darmas (adapted from the Complete Guide to Drow; originally Axe of Gamakh)
Evocation [Force]

Level: Combat 9
Components: V, S, DF
Casting Time: 1 standard action
Range: Personal
Target, Effect, or Area: Magical axe of force
Duration: 1 minute per caster level
Saving Throw: None
Spell Resistance: No

By means of this spell, a magic axe of great power comes into being. The axe of Darmas is a magic waraxe with a +5 enchantment bonus. For purposes of overcoming damage reduxction, it is considered lawful, magic, and evil. It is completel weightless. The axe deals 2d12 points of damage on a successful strike against an opponent plus two points of damage per caster level (maximum +40). If the opponent is undead or an outsider, all damage is tripled.

The axe of Darmas cannot be given to another creature, and fades from existance if you are ever diarmed or knocked unconscious.

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Campaign Design - Spells: Poison Armor

Poison Armor (adapted from the Complete Guide to Drow)
Conjuration (Creation)[Force, Poison]

Level: Cleric/Favored Soul 4, Sorcerer/Wizard 4, Poison 4
Components: V, S, F
Casting Time: 1 standard action
Range: Touch
Target, Effect, or Area: Creature touched
Duration: 1 hour per caster level (D)
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

A green-colored field of force surrounds the subject of poison armor, providing five points of poison resistance per caster level and a +6 deflection bonus to Armor Class. Like the spell mage armor, the armor created by this spell does not have an armor check penalty, arcane spell failure chance, or speed reduction. Since this armor is made of force, ethereal creatures cannot bypass it like they do normal armor.

The poison resistance comes in a form of damage reduction, removing five points per caster level from the total damage dealt to the subject of the poison armor spell. These are considered to be virtual hit points that can only be used against poison damage. If a type of poison attack has effects other than hit point damage, this armor provides the wearer a +1 enhancement bonus per caster level to the save.

Focus: A venom sac from the spider and a beetle's carapace.

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Campaign Design - Spells: Unhand

Unhand (found in the Book of Eldritch Might II)
Evocation [Force]

Components: S
Casting Time: 1 standard action
Range: Medium (100 feet + 10 feet per caster level)
Target, Effect, or Area: One creature
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

This spell allows you to attempt to disarm a creature with a blast of force. You and the defender make opposed rolls. You make a caster level check plus both your Dexterity and either Intelligence or Charisma modifiers. The defender uses his attack bonus with the weapon in question. If the object is not a weapon, use the defender's base attack bonus and Strength modifier. The size of the weapon or object is irrelevant. If the defender uses his weapon in two hands, he gains an additional +4 bonus. if you beat the defender's check, the defender is disarmed. The weapon or object falls to the ground at the defender's feet.

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Campaign Design - Spells: Ådon's Force Wave

Ådon's Force Wave (adapted from Relics & Rituals; originally Dolomar's Force Wave)
Evocation [Force]

Level: Bard 2, Sorcerer/Wizard 2
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target, Effect, or Area: 10 feet + 1 foot per caster level radius burst outward from caster
Duration: Instantaneous
Saving Throw: None (see text)
Spell Resistance: Yes

Ådon's force wave radiates hemispheric waves of invisible force in every direction except down. The waves of force push objects and creatures directly away from the caster, similar to the effects of a bull rush attack. Since this is a force effect, Ådon's force wave will even affect incorporeal and ethereal targets.

Though no saving throw is allowed in the conventional sense, each creature in the area of effect makes an opposed Strength check using the rules for bull rush attacks. The force wave is a Medium creature, not charging, and has a Strength of (12 + 1 per 2 caster levels). Creatures affected by the force wave will automatically be pushed the maximum distance based on the result of the opposed Strength check (5 feet + 1 foot for each point the force wave exceeded the victim in the opposed Strength check) out to the limit of the force wave's area of effect.

The caster does not move, and no attacks of opportunity can be made against the caster as a result of the force wave except for the normal ones for casting spells in melee. Attacks of opportunity may be made against those pushed back by the force wave per the normal bull rush rules.

The results of Ådon's force wave on unattended objects within the spell's area of effect are adjudicated by the DM. Most small objects will be turned over and pushed to the edge of the spell's radius. Larger, heavy objects and braced objects may not be affected. For breaking down doors and other similar uses, assume the force wave has a Strength of (12 + 1 per 2 caster levels).

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Campaign Design - Spells: Tummavoitin's Whip of Devastation

Tummavoitin's Whip of Devastation (originally Anteas' Whip of Devastation; adapted from the Player's Guide to Wizards, Bards, and Sorcerers)
Conjuration (Summoning) [Force]

Level: Sorcerer/Wizard 8
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 feet + 5 feet per 2 caster levels)
Target, Effect, or Area: One whip
Duration: 1 round per caster level (D)
Saving Throw: None
Spell Resistance: Yes

This spell summons a large, barbed whip of force, glowing black and inscribed at the handle with the symbol of Tummavoitin. The whip floats around the caster and can be mentally commanded to attack either a specific creature or a magical abjuration effect.

Attacks upon a creature use an attack bonus equal to the caster's caster level plus Intelligence or Charisma modifier, as appropriate, plus a +2 enhancement bonus. The whip is treated as a +5 weapon for the purpose of overcoming damage reduction. The whip of devastation may attack once per round. As a force effect, it can strike ethereal and incorporeal creatures. The whip deals (1d8 + caster level) damage with each strike. It has a threat range if 20 and a critical multiplier of x3.

Attacks upon an abjuration magical effect are treated as though the caster has cast greater dispelling upon the effect. Attacking a magical effect uses up some of the energies of the spell, reducing the duration of the spell by one round for each successful dispelling strike.

Material components: A length of braided leather cord, a symbol of the cult of Tummavoitin, and a broken piece of glass.

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Campaign Design - Spells: Power Word, Push

Power Word, Push (found in Conjuration: By Bell, Book, and Candle)
Conjuration (Creation, Force)

Level: Sorcerer/Wizard 1
Components: V
Casting Time: 1 standard action
Range: Close (25 feet + 5 feet per 2 caster levels)
Target: Any creature with less than 20 hit points or any object under 50 pounds
Duration: 1 round
Saving Throw: None
Spell Resistance: Yes

The echo of this spell's single word strikes any applicable target creature or object you can draw line of sight and line of effect on. It does no physical damage, but the target moves immediately to the end of the spell's range in as straight a line as possible. If it collides with a solid object during this motion, both it and the object suffer equivalent falling damage equal to the distance traveled from the original position to where it impacted. The spell's imparted motion ends immediately if this occurs. If the impacted object is capable of doing so, it may make a Reflex save to avoid the pushed object or creature.

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Campaign Design - Spells: Power Word, Pain

Power Word, Pain (found in Conjuration: By Bell, Book, and Candle)
Conjuration (Creation, Force)

Level: Sorcerer/Wizard 4
Components: V
Casting Time: 1 standard action
Range: Close (25 feet + 5 feet per 2 caster levels)
Target: Any number of creatures up to 75 total hit points within a 15-foot radius sphere
Duration: See text
Saving Throw: None
Spell Resistance: Yes

A potent echo of agony accompanies your spoken word, shrieking through the spell's area of effectand driving target creatures to their knees through the crushing force of overwhelming pain. The spell's targets, beginning with the lowest hit points and adding another creatures until the hit point limit is reached, act as if struck by a symbol of pain spell and are prone for one full round after being affected. Unlike the symbol spell, this affect only lasts 1d4 rounds. If any given target creature has more than 30 hit points, it is only affected for 1 round and is not forced prone at all. Conversely, any target with fewer than 5 hit points in the area of effect dies instantly from agonizing shock with no save possible.

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Campaign Design - Spells: Whirl of Fangs

Whirl of Fangs (from Serpent Kingdoms)
Evocation [Force]

Level: Cleric/Favored Soul 6, Sorcerer/Wizard 7
Components: V, S
Casting Time: 1 standard action
Range: Close (25 feet + 5 feet per 2 caster levels)
Target, Effect, or Area: Wall or plane of darting jaws up to 20 feet long per caster level or a ringed wall of whirling jaws with a radius up to 5 feet per 2 caster levels; either form 20 feet high
Duration: 1 minute per caster level (D)
Saving Throw: Reflex half, Reflex half
Spell Resistance: Yes

You create an immobile curtain of snapping, serpent-fanged jaws shaped of pure force. You can choose to orient this barrier at any angle from vertical to horizontal at the time of casting. The force jaws race to bite any creature other than you that comes into contact with them. any creature passing through the curtain takes 12d4 points of damage, with a Reflex save for half damage.

If you evoke the barrier so that it appears where creatures are, each creature takes damage as if passing through the curtain. Each such creature can avoid the wall (ending up on one side of its choice, where feasible) and this take no damage by making a successful Reflex save. A successful Reflex save means the creature has reached either side of the wall without taking any damage.

A creature inside a whirl of fangs takes 2d4 points of damage on its turn each round that it remains in contact with the effect; with a Reflex save for half damage. You can move through or remain within your own whirl of fangs without taking damage. Accordingly, many scalykind spellcasters "wear" this spell as a sort of immobile cloak when fighting formidable foes.

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Campaign Design - Spells: Power Word, Block

Power Word, Block (found in Conjuration: By Bell, Book, and Candle)
Conjuration (Creation, Force)

Level: Sorcerer/Wizard 2
Components: V
Casting Time: 1 standard action
Range: Personal
Duration: 1 round (see text)
Saving Throw: None
Spell Resistance: No

With the utterance of a single word, you conjure a waiting pulse of pure magical force. The next physical attack that would strike you is met with this force and deflected harmlessly. Only attacks that would have hit you are deflected this way, though the spell will act to save your familiar if it is in contact with you instead. For the purposes of this spell, any spell that requires a melee or ranged attack roll counts as a physical attack. Once cast, you may not choose to allow the next attack to hit withough making an attempt to block it, nor can you suspend the protection to allow a beneficial spell that would normally be blocked.

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Campaign Design - Spells: X-Ray Vision

X-Ray Vision (found in the Book of Eldritch Might II)
Divination

Components: V, S, M
Casting Time: 1 standard action
Range: Personal
Target, Effect, or Area: You
Duration: 1 round per caster level
Saving Throw: None
Spell Resistance: Yes

You can see into and through solid matter. At a range of 20 feet, the caster can see as if she were looking at something in normal light - even if there is none. For example, if the caster looks into a locked chest, she can see inside even if there is no light within. X-ray vision can penetrate matter based upon the type of material and the caster's level, as follows:

Substance ScannedThickness per Round 1Maximum Thickness
Organic matter (animal)2 feet per 5 caster levels2 feet per caster level
Organic matter (vegetable)1 foot per 5 caster levels2 feet per caster level
Stone6 inches per 5 caster levels1 foot per caster level
Iron, steel, or other metals½ inch per 5 caster levels1 inch per caster level
Lead, gold, or platinumCannot penetrateN/A
1 Thickness penetrated per round of x-raying

It is possible to scan an area of up to 100 square feet in 1 round. For example, during 1 round, you could scan a stone wall 10 feet wide and 10 feet high. Alternatively, you could scan an area 5 feet wide and 20 feet high.

You are 90% likely to locate secret compartments, drawers, recesses, and doors using x-ray vision scanning.

Material component: A small piece of glass.

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Campaign Design - Spells: Ghost Armor

Ghost Armor (adapted from Shamans: Call of the Wild)
Conjuration (Summoning) [Force]

Level: Cleric/Favored Soul 3, Ranger 4, Sorcerer/Wizard 4
Components: V, S, F
Casting Time: 1 standard action
Range: Touch
Target, Effect, or Area: Creature touched
Duration: 10 rounds per caster level
Saving Throw: None (harmless)
Spell Resistance: No

You call upon the protection of the sprits to guard you or another creature from harm. The spirit envelops the target creature, granting it a +1 deflection bonus to Armor Class and Damage Resistance 10/+1. Despite the spell's name, the protecting creature is a spirit, and not undead. It can be seen as a transparent figure juxtaposed over the protected creatures body. The spirit protects the creature from incorporeal attacks and force effects in the same manner as a mage armor spell.

Focus: A turtle shell with a carved image of a warrior.

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Campaign Design - Spells: Oroster's Revenge

Oroster's Revenge (from the Book of Eldritch Might III)
Abjuration [Force]

Level: Sorcerer/Wizard 6
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target, Effect, or Area: You
Duration: One minute per caster level (D)
Saving Throw: None
Spell Resistance: Yes

Any creature that attacks you suffers magical feedback that inflicts 2d6 points of force energy damage +1 point per caster level. For the purpose of this spell, an attack is any action that requires an attack roll, whether or not the attack succeeds. If you willingly allow someone to touch you (such as a cleric casting a curative spell), no attack roll is needed, and this the action does not trigger this spell's effect.

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Campaign Design - Spells: Dallen's Sword

Dallen's Sword (from the Player's Handbook; originally Mordenkainen's Sword)
Evocation [Force]

Level: Fighter 7, Sorcerer/Wizard 7
Components: V, S, F
Casting Time: 1 standard action
Range: Close (25 feet + 5 feet per 2 caster levels)
Target, Effect, or Area: One sword
Duration: 1 round per caster level (D)
Saving Throw: None
Spell Resistance: Yes

This spell brings into being a shimmering, swordlike plane of force. The sword strikes at any opponent within its range, as you desire, starting in the round that you cast the spell. The sword attacks its designated target once each round on your turn. Its attack bonus is equal to your caster level + your Intelligence bonus or your Charisma bonus (for wizards or sorcerers, respectively) with an additional +3 enhancement bonus. As a force effect, it can strike ethereal and incorporeal creatures. It deals 4d6+3 points of force damage, with a threat range of 19-20 and a critical multiplier of ×2.

The sword always strikes from your direction. It does not get a bonus for flanking or help a combatant get one. If the sword goes beyond the spell range from you, if it goes out of your sight, or if you are not directing it, the sword returns to you and hovers.

Each round after the first, you can use a standard action to switch the sword to a new target. If you do not, the sword continues to attack the previous round’s target.

The sword cannot be attacked or harmed by physical attacks, but dispel magic, disintegrate, a sphere of annihilation, or a rod of cancellation affects it. The sword has an Armor Class of 13 (10, +0 size bonus for Medium object, +3 deflection bonus).

If an attacked creature has spell resistance, the resistance is checked the first time Dallen’s sword strikes it. If the sword is successfully resisted, the spell is dispelled. If not, the sword has its normal full effect on that creature for the duration of the spell.

Focus: A miniature platinum sword with a grip and pommel of copper and zinc. It costs 250 shillings to construct.

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Campaign Design - Spells: Spirit Claws

Spirit Claws (adapted from the Shaman's Handbook)
Evocation [Force]

Level: Druid/Spirit Shaman 2
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target, Effect, or Area: Creature touched
Duration: 1 round per caster level (D)
Saving Throw: Will negates (harmless)
Spell Resistance: No

A shaman does not always have to rely on physical weapons to strike at her foes in the material world. Armed with spirit claws, the shaman's body itself becomes a weapon.

When the spell is cast, faintly translucent fields of magical force surround the subject's hands, turning them into powerful elongated claws. While so transformed, the subject is considered armed and their unarmed attacks do not provoke attacks of opportunity from armed opponents. The subject's unarmed attacks do an additional +1d6 damage above and beyond their normal unarmed damage. Since the spirit claws are a force effect, they can affect ethereal beings as if they were solid.

While using spirit claws, the subject cannot cast spells requiring somatic, material, focus, or divine focus components, or hold anything in his hands. Any magic rings the subject wears (including protective ones) are rendered temporarily inactive, but return to normal when the spell ends.

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Campaign Design - Spells: Axes of the Caverngård

Axes of the Caverngård (from Hammer & Helm: A Guidebook to Dwarves)
Evocation [Force]

Level: Sorcerer/Wizard 5
Components: V, S, F
Casting Time: 1 standard action
Range: Personal
Target, Effect, or Area: Three magical greataxes of force
Duration: 1 round per caster level (D)
Saving Throw: None
Spell Resistance: Yes

You create three Huge greataxes made of pure force. The axes hover around you protectively, making it difficult for foes to approach. Each axe has a reach of 10 feet and can attack once per round.

The axes always attempt to trip opponents standing on the ground, making touch attacks using your base attack bonus plus your Intelligence of Charisma modifier (whichever is appropriate). If the touch attack is successful, resolve the trip attack normally, treating the axes as Large creatures with a Strength score equal to your Intelligence or Charisma. If an axe successfully trips an opponent, it gains a free attack against the same target using your base attack bonus plus your Intelligence or Charisma modifier as well as the +4 bonus for striking a prone target, dealing 2d8 points of slashing damage on a successful strike. If the trip attempt is unsuccessful, there is no effect.

In addition to making its normal attack, each axe can make one attack of opportunity per round. Resolve these attacks normally, except the axes attempt to trip foes as described above. Only one axe may make an attack of opportunity against a given foe each round.

Because they are made entirely of force, the axes can hit incorporeal targets, making normal attacks instead of trip attempt against such creatures. They also make normal melee attacks against flying targets. The axes cannot be attacked or damaged by physical attacks.

if an attacked creature has spell resistance, the resistance is checked the first time an axe strikes it. If the creature successfully resists, the spell is dispelled. if not, the axes have their normal effect on that creature for the duration of the spell.

Arcane focus: A small cloth bearing the symbol of the Caverngård.

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Campaign Design - Spells: Death Blade

Death Blade (adapted from Relics & Rituals)
Transmutation [Force]

Level: Sorcerer/Wizard 6
Components: V, S, M
Casting Time: 1 hour
Range: Touch
Target, Effect, or Area: One dagger
Duration: Discharge, maximum 1 hour per caster level and 1 round per caster level (D)
Saving Throw: Will negates (harmless, object) and Fortitude negates (see text)
Spell Resistance: Yes (harmless, object) and Yes

This spell turns any masterwork dagger into a death blade. When a creature is struck by a dagger enchanted to be a death blade, the blade strikes as normal but then breaks off from the hilt and stays within the victim. Opponents with damage reduction or who are incorporeal may not be injured by the blade's initial stroke. Once the blade breaks loose fits transmutes into magical force and houses itself in the victim. The blade will continue to damage virtually any foe and cannot be removed by physical means. Victims with spell resistance have one chance to resist the blade entering their body and if the spell resistance fails, they will take damage as described below.

Each round the blade is within the victim, he is allowed a Fortitude save against the DC of the spell to expel the blade and end the spell. If the save fails, the blade delivers 1d6 damage that round. On the first round of magical damage, the victim's save is penalized by -1 for every two caster levels of the caster. On each successive round, the penalty is decreased by 1. The spell ends when the blade is expelled, when the duration expires, or when the victim dies.

Once created, the death blade can be wielded by anyone.

Material component: A masterwork dagger.

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Campaign Design - Spells: Ægis

Ægis (from the Player's Guide to Wizards, Bards, and Sorcerers)
Abjuration [Force]

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

This spell creates whirling field of force tendrils that protect your organs and other vital areas, granting a +2 deflection bonus to Armor Class. In addition, any time an attacker scores a critical threat against you, you gain a +5 deflection bonus to your Armor Class for the purpose of determining whether the attack was a critical or not. This secondary bonus increases by +1 for every 2 caster levels you have beyond the 10th.

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