Spells of Shakandara


Brand
Evocation [Fire]

Level: Sor/Wiz 3
Components: V, S, M
Casting Time: 1 action
Range: 0 ft.
Effect: A lance-like beam
Duration: 1 round/level (D)
Saving Throw: None
Spell Resistance: Yes

    A blazing red brand of fire in the general shape of a spear springs from the caster's hand. It can be freely extended or retracted to any size from1 foot to 10 feet, but always remains straight. It grants a natural reach of 10 feet. The brand may be used to make strong melee attacks. The brand strikes as a long sword, dealing 1d8 points of damage +1 point per caster level (to a maximum of +15) and has a threat range of a 19-20. The caster needs only one hand to wield the brand and suffers no non-proficiency penalties if she does not have Martial Weapon Proficiency (long sword). The brand strikes as a melee touch attack, using either the caster's Dexterity or spellcasting stat (Intelligence for Wizards, Charisma for Sorcerers) in place of Strength for attack bonus. Since it is an insubstantial brand of fire, no Strength bonuses apply to damage. Each time a target is struck by the brand, they must make a Reflex save to avoid being set ablaze, suffering 1d6 points of fire damage. Each round the target may make another Reflex save to extinguish the flames; the flames are non-magical and can be put out as a standard action.


Flaming Bands
Conjuration (Creation) [Fire]

Level: Sor/Wiz 2
Components: V, S, M
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature of up to large size
Duration: Instantaneous
Saving Throw: Fortitude half
Spell Resistance: Yes

    A series of fiery bands appear around the target and immediately constrict inward on it. The bands deal 2d8 points of damage plus 1d8 per two caster levels (to a maximum of 7d8 at 10th level).


Ghost Touch Weapon
Transmutation

Level: Clr 3, Pal 3, Sor/Wiz 4
Components: V, S, M/DF
Casting Time: 1 action
Range: Touch
Targets: One melee weapon
Duration: 1 hour/level
Saving Throw: Will negates (harmless, object)
Spell Resistance: Yes (harmless, object)

    This spell allows a weapon to perform as if it had the ghost touch ability (q.v. DMG). A ghost touch weapon deals damage normally against incorporeal creatures, regardless of its bonus. (An incorporeal creature's 50% chance to avoid damage does not apply to ghost touch weapons.) Further, it can be picked up and moved by incorporeal creatures at any time. A manifesting ghost can wield the weapon against corporeal foes. Essentially, a ghost touch weapon counts as either corporeal or incorporeal at any given time, whichever is more beneficial to the wielder.


Manablast
Evocation

Level: Sor/Wiz 3
Components: V, S
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Effect: 20' radius burst
Duration: Instantaneous
Saving Throw: Will half
Spell Resistance: Yes

    This spell taps raw magical energy and releases it into an explosive force. Only living things are affected by the blast (undead, constructs, and non-living matter are unaffected). The blast of power travels through all physical barriers that are made of non-living material (including things that were once living but no longer are, such as lumber and leather); only solid barriers of living material block its effects (such as a field of grass). Those caught within the blast suffer 1d6 points of damage per caster level (to a maximum of 10d6 at 10th level). A successful Will save reduces this damage to half.


Thunderclap
Evocation [Force, Sonic]

Level: Sor/Wiz 4
Components: V, S
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Effect: 20' radius burst
Duration: Instantaneous
Saving Throw: Fortitude partial
Spell Resistance: Yes

    This spell produces a loud clap of thunder accompanied by a shockwave. All those within the area of effect suffer 1d6 points of damage per caster level (to a maximum of 10d6 at 10th level) and are stunned for one round and deafened for two rounds. Half of the damage is a force effect (the shockwave) and cannot be saved against (as a force effect, this shockwave damages incorporeal creatures). The other half of the damage is from the sonic boom; creatures caught in the effect can make a Fortitude save to reduce this portion by half; a successful Fortitude save also negates the stunning and deafening effects.


Weapon of Fierce Burning
Transmutation [Fire]

Level: Sor/Wiz 3
Components: V, S
Casting Time: 1 action
Range: Touch
Targets: One weapon or fifty projectiles, all of which must be in contact with each other at the time of casting
Duration: 10 minutes/level
Saving Throw: Will negates (harmless, object)
Spell Resistance: Yes (harmless, object)

    This spell grants a weapon the ability of flaming burst (q.v. DMG), adding fire damage to every strike. A flaming burst weapon functions as a flaming weapon (adding 1d6 of fire damage to each successful hit) that also explodes with flame upon striking a successful critical hit. The fire does not harm the hands that hold the weapon. Flaming burst weapons deal +1d10 points of bonus fire damage on a successful critical hit. If the weapon's critical multiplier is x3, add +2d10 points of bonus fire damage instead, and if the multiplier is x4, add +3d10 points of bonus fire damage. Bows, crossbows, and slings so enchanted bestow the fire energy upon their ammunition. It can be used on any single melee or ranged weapon. Alternatively, the character can affect up to fifty arrows, bolts, or bullets. The projectiles must all be of the same type, and they have to be together in one group (such as in the same quiver). Projectiles (but not thrown weapons) lose their transmutation when used. The spell does not stack with itself or with a weapon that already has flaming burst ability. If used on a weapon that already possesses the flaming ability, the flaming burst granted by the spell supercedes the weapon's ability for the duration of the spell.


Weapon of Shocking
Transmutation [Electricity]

Level: Sor/Wiz 2
Components: V, S
Casting Time: 1 action
Range: Touch
Targets: One weapon or fifty projectiles, all of which must be in contact with each other at the time of casting
Duration: 10 minutes/level
Saving Throw: Will negates (harmless, object)
Spell Resistance: Yes (harmless, object)

    This spell grants a weapon the ability of shocking (q.v. DMG), adding electricity damage to every strike. A shocking weapon is sheathed in visible crackling electricity. The electricity does not harm the hands that hold the weapon. Shocking weapons deal +1d6 points of bonus electricity damage on a successful hit. Bows, crossbows, and slings so enchanted bestow the electricity energy upon their ammunition.. It can be used on any single melee or ranged weapon. Alternatively, the character can affect up to fifty arrows, bolts, or bullets. The projectiles must all be of the same type, and they have to be together in one group (such as in the same quiver). Projectiles (but not thrown weapons) lose their transmutation when used. The spell does not stack with itself or with a weapon that already has the shock ability.


bar.jpg

Another fine creation of: Silvereyes Hawk Creations, LTD©.
Changes last made on: Thursday, May 05, 2005 19:31:32
URL="http://www.shakandara.com/shak/theland/spells.html"

Dungeons & Dragons and D&D are trademarks of Hasborg, WotC, and TSR Inc.
All material provide herein is done so without consent of this organization, written or otherwise.
The purpose of this material is to promote interest in the D&D game.