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View Full Version : D&D 3.x Other [d20r, Spells] Spells, Alphabetical, "E"



Fax Celestis
2014-08-13, 05:43 PM
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This is part of the d20 Rebirth project, a collection of rewrites and revamps aimed at extending the lifespan of 3.5e D&D and balancing core mechanics to provide a more functional, more fun, and more intuitive game.

Other items in the d20 Rebirth project can be found under the d20r tag (http://www.giantitp.com/forums/tags.php?tag=d20r), or on my wiki (http://wiki.faxcelestis.net/index.php?title=D20_Rebirth).


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Earthquake
Earthquake [Earth]
Level: Earth 8, Oreadic Tradition 8
Casting Time: 1 standard action
Range: Long (400' + 40'/level)
Area: 80' radius spread
Duration: 1 round
Saving Throw: See text
Spell Resistance: No

When you cast earthquake, an intense but highly localized tremor rips the ground. The shock knocks creatures down, collapses structures, opens cracks in the ground, and more. The effect lasts for 1 round, during which time creatures on the ground can't move or attack. A spellcaster on the ground must make a Concentration check (DC 20 + spell level) or lose any spell he or she tries to cast. The earthquake affects all terrain, vegetation, structures, and creatures in the area. The specific effect of an earthquake spell depends on the nature of the terrain where it is cast.

Cave, Cavern, or Tunnel: The spell collapses the roof, dealing 15d6 points of bludgeoning damage to any creature caught under the cave-in and pinning that creature beneath the rubble. A successful Reflex save halves the damage and negates the pinning. An earthquake cast on the roof of a very large cavern could also endanger those outside the actual area but below the falling debris.

Cliffs: Earthquake causes a cliff to crumble, creating a landslide that travels horizontally as far as it fell vertically. Any creature in the path takes 15d6 points of bludgeoning damage and is pinned beneath the rubble. A successful Reflex save halves the damage and negates the pinning.

Open Ground: Each creature standing in the area must make a Reflex save or fall down. Fissures open in the earth, and every creature on the ground has a 25% chance to fall into one. A creature that falls into a fissure may attempt a Reflex save: a successful save indicates that the creature does not fall in. At the end of the spell, all fissures grind shut, killing any creatures still trapped within.

Structure: Any structure standing on open ground takes 100 points of damage, enough to collapse a typical wooden or masonry building, but not a structure built of stone or reinforced masonry. Hardness does not reduce this damage, nor is it halved as damage dealt to objects normally is. Any creature caught inside a collapsing structure takes 15d6 points of bludgeoning damage and is pinned beneath the rubble.

River, Lake, or Marsh: Fissures open underneath the water, draining away the water from that area and forming muddy ground. Soggy marsh or swampland becomes quicksand for the duration of the spell, sucking down creatures and structures. Each creature in the area must make a Reflex save or sink down in the mud and quicksand. At the end of the spell, the rest of the body of water rushes in to replace the drained water, possibly drowning those caught in the mud.

Pinned beneath Rubble: Any creature pinned beneath rubble takes 1d6 points of nonlethal damage per minute while pinned. If a pinned character falls unconscious, he or she must make a DC 15 Constitution check or take 1d6 points of lethal damage each minute thereafter until freed or dead.
A pinned creature can escape this condition with a successful Strength check or Acrobatics check against this spell's save DC.

Earthsight
Earthsight [Earth]
Level: Oreadic Tradition 4
Casting Time: 1 minute
Range: Personal
Target: You
Duration: 10 minutes/level
Saving Throw: None
Spell Resistance: No

Upon casting this spell, you gain the ability to see through earth and stone within 60' as if it were glass. These materials still block line of effect and provide other such barriers, but you can see through them with little issue. You also gain tremorsense 30' while under the effects of this spell.

Elemental Swarm
Elemental Swarm [Summoning, See Text]
Level: Fire 9, Water 9
Casting Time: 10 minutes
Range: Medium (100' + 10'/level)
Effect: Two or more summoned creatures, no two of which can be more than 30 ft. apart
Duration: 10 minutes/level (D)
Saving Throw: None
Spell Resistance: No

This spell opens a portal to an Elemental Plane and summons elementals from it. The type of creatures summoned match the element of the source of the spell; for instance, a cleric casting this spell from the Water domain summons water elementals, while one casting it from the Fire domain summons fire elementals.

When the spell is complete, 2d4 Large elementals appear. Ten minutes later, 1d4 Huge elementals appear. Ten minutes after that, one greater elemental appears. Each elemental has maximum hit points per HD. Once these creatures appear, they serve you for the duration of the spell.

The elementals obey you explicitly and never attack you, even if someone else manages to gain control over them. You do not need to concentrate to maintain control over the elementals. You can dismiss them singly or in groups at any time.

When you use a summoning spell to summon an air, earth, fire, or water creature, it is a spell of that type.

Endure Elements
Endure Elements [Abjuration]
Level: Alchemy 1, Cold 1, Jotunnskyn 1, Promethean Magic 1, Raghnialt's Kiss 1, Storm 1, Sun 1, Weather 1
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 24 hours
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

A creature protected by endure elements suffers no harm from being in a hot or cold environment. It can exist comfortably in conditions between -50 and 140 degrees Fahrenheit without having to make Fortitude saves. The creature's equipment is likewise protected. In addition, when cast, the caster can select cold, fire, or electricity: the touched creature gains resistance 1 to that energy type for the spell's duration.

Enervation
Enervation [Entropy, Ray]
Level: Undeath 6
Casting Time: 1 standard action
Range: Close (25' + 5'/2 levels)
Effect: Ray
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

You point your finger and utter an incantation, releasing a black ray of crackling entropic energy that suppresses the life force of any living creature it strikes. You must make a ranged touch attack to hit. If the attack succeeds, the subject takes 1d4 Hero Value damage. A creature that suffers Hero Value damage reduces all abilities and effects based upon their Hero Value (such as the Heroic Strike feat or a Paladin's Lay on Hands ability). A creature who's Hero Value has been reduced to zero or less loses all class features until their Hero Value rises to a positive value. A creature who's Hero Value has been reduced to a negative amount equal to one-half their level (that is, the creature's unadjusted Hero Value as a negative score) dies instantly. Hero Value damage is recovered at the same time and in the same methods as ability score damage. Any effect that removes ability damage also removes an equal amount of Hero Value damage.

Enlarge Person
Enlarge Person [Eternal, Polymorph]
Level: Alchemy 2, Eternal 2, Glory 1, Might 1
Casting Time: 1 round
Range: Close (25' + 5'/2 levels)
Target: One Humanoid creature
Duration: 1 minute/level (D)
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)

This spell causes instant growth of a Humanoid creature, doubling its height and multiplying its weight by 8. This increase changes the creature's size category to the next larger one. The target gains a +2 size bonus to Strength, a -2 size penalty to Dexterity (to a minimum of 1), and a -1 penalty on attack rolls and AC due to its increased size.

A Humanoid creature whose size increases to Large has a space of 10 feet and a natural reach of 10 feet. This spell does not change the target's speed.

If insufficient room is available for the desired growth, the creature attains the maximum possible size and may make a Strength check (using its increased Strength) to burst any enclosures in the process. If it fails, it is constrained without harm by the materials enclosing it—the spell cannot be used to crush a creature by increasing its size.

All equipment worn or carried by a creature is similarly enlarged by the spell. Melee and projectile weapons affected by this spell deal more damage. Other magical properties are not affected by this spell. Any enlarged item that leaves an enlarged creature's possession (including a projectile or thrown weapon) instantly returns to its normal size. This means that thrown weapons deal their normal damage, and projectiles deal damage based on the size of the weapon that fired them. Magical properties of enlarged items are not increased by this spell.

Multiple magical effects that increase size do not stack.

Eternal: As above, except the range becomes "Personal", the target becomes "You", and the duration decreases to "One round/level".

Enlarge Person, Mass
Mass Enlarge Person [Polymorph]
Level: War 4
Target: One creature/2 levels, no two of which can be more than 30' apart

This spell functions like enlarge person except as noted here.

Entangle
Entangle [Polymorph]
Level: Plant 1
Casting Time: 1 standard action
Range: Medium (100' + 10'/level)
Area: Plants in a 20' radius spread
Duration: 2 rounds/level (D)
Saving Throw: Reflex partial; see text
Spell Resistance: No

Grasses, weeds, bushes, and even trees wrap, twist, and entwine about creatures in the area or those that enter the area, holding them fast and causing them to become entangled. The creature can break free and move half its normal speed by using a full-round action to make a Strength check or Acrobatics check against this spell's DC. A creature that succeeds on a Reflex save is not entangled but can still move at only half speed through the area. Each round on your turn, the plants once again attempt to entangle all creatures that have avoided or escaped entanglement.

Entropic Shield
Entropic Shield [Abjuration]
Level: Air 1, Eternal 1, Luck 1, Star 1
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 minute/level (D)

The touched creature gains a deflection bonus to AC equal to 1/3 your Caster Level (round down, minimum +1).

Eternal: As above, except the range is reduced to "Personal", the target is reduced to "You", and the duration is reduced to "1 round/level (D)".

Envenom Weapon
Envenom Weapon [Eternal, Poison]
Level: Lernaen 2
Casting Time: 1 standard action
Range: Touch
Target: Weapon touched
Duration: 1 minute/level

You coat a weapon with a caustic, burning poison. This is an injury poison that inflicts 2 points of Strength, Dexterity, or Constitution damage (your choice upon casting the spell) upon a failed save. A number of saves equal to your Charisma modifier (minimum 1 save) ends the effect, as does this spell's dismissal, dispelling, or end of duration. If this spell is used to envenom a natural attack, the natural attack's possessor is immune to the poison created by this spell (but not by other instances of this spell).

Eternal: As above, except the time required to cast this spell is a swift action and its duration is 1 round.

Envenom Weapon, Greater
Greater Envenom Weapon [Eternal, Poison]
Level: Lernaen 6
Casting Time: 1 standard action
Range: Touch
Target: Weapon touched
Duration: 1 minute/level

This spell functions as envenom weapon, except the damage is increased to 2d3 Strength, Dexterity, or Constitution damage (again, your choice upon casting the spell).

Eternal: As above, except the time required to cast this spell is a swift action and its duration is shortened to 1 round per level.

Envenom Weapon, Mass
Mass Envenom Weapon [Poison]
Level: Lernaen 4
Casting Time: 1 round
Range: 30'
Target: Weapons of your choice in the area, to a maximum of 1 weapon per level
Area: 30' radius burst, centered on you
Duration: 1 round/level

This spell functions as evenom weapon except as described here.

Envenom Weapon, Mass Greater
Mass Greater Envenom Weapon [Poison]
Level: Lernaen 8
Casting Time: 1 round
Range: 30'
Target: Weapons of your choice in the area, to a maximum of 1 weapon per level
Area: 30' radius burst, centered on you
Duration: 1 round/level

This spell functions as greater evenom weapon except as described here.

Erase
Erase [Polymorph]
Level: Darkness 1
Casting Time: 1 standard action
Range: Close (25' + 5'/2 levels) or touch; see text
Target: One scroll or two pages
Duration: Instantaneous
Saving Throw: Fortitude negates (object); see text
Spell Resistance: No

Erase removes writings of either magical or mundane nature from a scroll or from one or two pages of paper, parchment, or similar surfaces. Non-magical writing is automatically erased; magical writing receives a saving throw to prevent erasure. In addition, magical writing (such as explosive runes) must be touched to be erased, and you also must succeed on a dispel check (as dispel magic). If you fail to erase magical writing that has an effect when read or activated, you accidentally activate that writing instead.

Eruption
Eruption [Earth, Fire]
Level: Promethean Magic 8
Casting Time: 1 standard action
Range: Medium (100' + 10'/level)
Area: 20' radius, 40' tall cylinder that rests on the ground
Duration: Instantaneous
Saving Throw: Reflex partial; see text
Spell Resistance: No

A gout of lava bursts forth from the ground, spraying all creatures in the spell's area. Creatures in the area take 1d8 fire damage per Caster Level, are knocked prone, and are covered in lava. A successful Reflex save upon the initial casting of this spell halves the damage, negates the prone effect, and does not cover the creature in lava. A creature covered in lava is entangled. Each round after the casting of this spell, creatures covered in lava must make a Strength or Acrobatics check versus this spell's DC to break free of the rapidly-cooling lava. Regardless of the results of the check, they take 1d8 fire damage per two Caster Levels (no save). After five rounds, the lava cools completely, no longer dealing fire damage but doubling the necessary DC to break free.

Expeditious Retreat
Expeditious Retreat [Dynamism, Eternal]
Level: Alchemy 1, Eternal 1, Time 1, Travel 1
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 minute (D)
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)

The touched creature gains a +30' enhancement bonus to its land speed. There is no effect on other modes of movement, such as burrow, climb, fly, or swim, even if those speeds are based off of the target's land speed.

Eternal: As above, except the time is decreased to "1 swift action", the range is reduced to "Personal", the target is reduced to "You", and the duration is reduced to "1 round".

Exploit Defect
Exploit Defect [Fire, Force]
Level: Might of Talos 5
Casting Time: 1 standard action
Range: Medium (100' + 10'/level)
Target: One non-magical metal object of up to 1 lb. per Caster Level
Duration: Instantaneous
Saving Throw: Fortitude or Reflex half; see text
Spell Resistance: No

The targeted object takes 2d6 points of fire damage per Caster Level. The object only receives a Fortitude saving throw for half damage if it is masterwork or attended: if it is a masterwork attended object, it receives a +2 bonus on the saving throw. If the object would break from this damage, it explodes like a grenade, utterly destroying the object (as if by disintegrate) and sending shards of metal in all directions. All creatures and objects within 30' take 1d8 damage, plus an additional 1d8 damage per pound of the exploding object. Half of the damage is fire damage, and the other half is piercing and slashing damage. Affected creatures (except any creatures sharing a space with the object) may make a Reflex save for half damage. If the exploded object is made of a special substance (such as adamantine), then the damage from this attack overcomes damage reduction as if also made of that material.

Explosive Runes
Explosive Runes [Fire]
Level: Earth 2, Promethean Magic 3, Rune Magic 3
Casting Time: 1 standard action
Range: Touch
Target: One touched object weighing no more than 10 lbs.
Duration: Permanent until discharged (D)
Saving Throw: Reflex half; see text
Spell Resistance: Yes

You trace these mystic runes upon a book, map, scroll, or similar object bearing written information. The runes detonate when read, dealing 6d6 points of fire damage. Anyone next to the runes (close enough to read them) takes the full damage with no saving throw; any other creature within 10' of the runes is entitled to a Reflex save for half damage. The object on which the runes were written also takes full damage (no saving throw).

You and any characters you specifically instruct can read the protected writing without triggering the runes. Likewise, you can remove the runes whenever desired. Another creature can remove them with a successful dispel magic or erase spell, but attempting to dispel or erase the runes and failing to do so triggers the explosion.

Eyebite
Eyebite [Gaze]
Level: Madness 7
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level (D)
You gain a gaze attack for the duration of this spell. Creatures affected by your gaze must make a Will save or be struck by one of the conditions on the below table, determined randomly. Each effect lasts for the duration indicated on the table.
2d4 Roll Effect Duration
2 Blinded Permanent
3 Dazed 1 round
4 Fatigued 1d3+1 rounds
5 Sickened 1d3+1 rounds
6 Flat-Footed Until the creature's next action
7 Immobilized 3 rounds
8 Confused 1 minute