rferries
2018-04-11, 07:17 PM
Bestow Curse, Mass
Necromancy [Curse]
Level: Cleric 8, Druid 8, Sor/Wiz 8
Components: V, S
Casting Time: One minute
Range: Long (400 ft. + 40 ft./level)
Area: All enemies within range
Duration: Permanent
Saving Throw: Will negates
Spell Resistance: Yes
You call down a terrible curse upon the villagers for their transgressions against your deity, against Nature, or simply against yourself. From this time forward, they will be cursed with a terrible hunger and will rise as ghouls after death.
This spell functions as bestow curse, except as noted above and the curse may instead duplicate the effects of baleful polymorph, binding (slumber only), feeblemind, flesh to stone, or insanity. You may devise curses of similar power, but in any case all enemies are subjected to the same curse.
Binding, Lesser
Abjuration [Curse]
Level: Druid 6, Sor/Wiz 6
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: Permanent
Saving Throw: Reflex negates
Spell Resistance: Yes
Just as Nimue trapped her former mentor Merlin, or the fey imprisoned the wicked spirit Hexxus, so too do you trap your foe.
You conjure up a great tree, pillar of crystal, or similar structure to encase your target. A successful Reflex save allows the target to avoid the prison before it fully materialises. Even incorporeal and ethereal creatures can be trapped.
The target creature is helpless but conscious, and does not need to eat, breathe, or sleep. The target does not age physically (but may accrue mental aging bonuses during a prolonged imprisonment, at the DM's option).
Entrapped creatures may use telepathy, dream, nightmare, astral projection, or similar methods at their disposal to contact the outside world (at the DM's option).
The prison (in whatever form it takes) has hardness 20 and 10 hit points per caster level (maximum 200 hit points). Destroying it frees the target.
Health
Conjuration (Healing)
Level: Cleric 3, Druid 3, Healing 3
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Target: Living creatures touched
Duration: 2 hours/level; see text
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
Your touch protects against venom and plague.
The target creatures become immune to poison and disease. Divide the duration evenly among all the creatures you touch. If they are already poisoned or diseased when targeted by this spell, they gain a +4 resistance bonus on subsequent saves against those conditions.
Panacea
Conjuration (Healing)
Level: Cleric 5, Druid 6, Healing 5
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Target: Living creature touched
Duration: Instantaneous
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)
Your touch cures all ills.
This spell functions as heal, save that it does not restore any hit points to the target. Additionally, it converts all ability drain into ability damage and all drained levels into negative levels (allowing the target another Fortitude save in 24 hours to remove them).
Protection From Enchantments
Conjuration (Healing)
Level: Bard 2, Cleric 2, Druid 2, Paladin 2, Sor/Wiz 2
Components: V, S, DF
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: Up to four creatures, no two of which can be more than 30 ft. apart
Duration: 2 hours/level; see text
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
Your spell instantly breaks the vampire's power over your friends.
The target creatures gain a +4 resistance bonus on saves against mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects). If they are currently subject to any such effects, they gain a new saving throw (including the +4 bonus). Divide the duration evenly among all the target creatures.
Necromancy [Curse]
Level: Cleric 8, Druid 8, Sor/Wiz 8
Components: V, S
Casting Time: One minute
Range: Long (400 ft. + 40 ft./level)
Area: All enemies within range
Duration: Permanent
Saving Throw: Will negates
Spell Resistance: Yes
You call down a terrible curse upon the villagers for their transgressions against your deity, against Nature, or simply against yourself. From this time forward, they will be cursed with a terrible hunger and will rise as ghouls after death.
This spell functions as bestow curse, except as noted above and the curse may instead duplicate the effects of baleful polymorph, binding (slumber only), feeblemind, flesh to stone, or insanity. You may devise curses of similar power, but in any case all enemies are subjected to the same curse.
Binding, Lesser
Abjuration [Curse]
Level: Druid 6, Sor/Wiz 6
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: Permanent
Saving Throw: Reflex negates
Spell Resistance: Yes
Just as Nimue trapped her former mentor Merlin, or the fey imprisoned the wicked spirit Hexxus, so too do you trap your foe.
You conjure up a great tree, pillar of crystal, or similar structure to encase your target. A successful Reflex save allows the target to avoid the prison before it fully materialises. Even incorporeal and ethereal creatures can be trapped.
The target creature is helpless but conscious, and does not need to eat, breathe, or sleep. The target does not age physically (but may accrue mental aging bonuses during a prolonged imprisonment, at the DM's option).
Entrapped creatures may use telepathy, dream, nightmare, astral projection, or similar methods at their disposal to contact the outside world (at the DM's option).
The prison (in whatever form it takes) has hardness 20 and 10 hit points per caster level (maximum 200 hit points). Destroying it frees the target.
Health
Conjuration (Healing)
Level: Cleric 3, Druid 3, Healing 3
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Target: Living creatures touched
Duration: 2 hours/level; see text
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
Your touch protects against venom and plague.
The target creatures become immune to poison and disease. Divide the duration evenly among all the creatures you touch. If they are already poisoned or diseased when targeted by this spell, they gain a +4 resistance bonus on subsequent saves against those conditions.
Panacea
Conjuration (Healing)
Level: Cleric 5, Druid 6, Healing 5
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Target: Living creature touched
Duration: Instantaneous
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)
Your touch cures all ills.
This spell functions as heal, save that it does not restore any hit points to the target. Additionally, it converts all ability drain into ability damage and all drained levels into negative levels (allowing the target another Fortitude save in 24 hours to remove them).
Protection From Enchantments
Conjuration (Healing)
Level: Bard 2, Cleric 2, Druid 2, Paladin 2, Sor/Wiz 2
Components: V, S, DF
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: Up to four creatures, no two of which can be more than 30 ft. apart
Duration: 2 hours/level; see text
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
Your spell instantly breaks the vampire's power over your friends.
The target creatures gain a +4 resistance bonus on saves against mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects). If they are currently subject to any such effects, they gain a new saving throw (including the +4 bonus). Divide the duration evenly among all the target creatures.