Pages: | 88 of 100 |
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Description | Deruwyn's Book of Brilliance. |
Name | ||
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School | Casting Time | Source Book |
Save - Res | Level | Comps |
Dur | Range | Recharge |
Effect | ||
Expensive Focus | ||
Expensive Material | ||
XP Cost | ||
Description | ||
Full Description | ||
Temporal Stasis (M) | ||
Transmutation | 1 standard action | SRD |
Fortitude negates - Yes | Sor/Wiz 8 | V, S, M |
Permanent | Touch | General |
Target: Creature touched | ||
Materials: A powder composed of diamond, emerald, ruby, and sapphire dust with a total value of at least 5,000 gp. | ||
Puts subject into suspended animation. |
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You must succeed on a melee touch attack. You place the subject into a state of suspended animation. For the creature, time ceases to flow and its condition becomes fixed. The creature does not grow older. Its body functions virtually cease, and no force or effect can harm it. This state persists until the magic is removed (such as by a successful dispel magic spell or a freedom spell). |
Name | ||
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School | Casting Time | Source Book |
Save - Res | Level | Comps |
Dur | Range | Recharge |
Effect | ||
Expensive Focus | ||
Expensive Material | ||
XP Cost | ||
Description | ||
Full Description | ||
Crushing Hand | ||
Evocation [Force] | 1 standard action | SRD |
None - Yes | Force 9, Sor/Wiz 9, Strength 9 | V, S, M, F/DF |
1 round/level (D) | Medium | General |
Effect: 10-ft. hand | ||
Large hand provides cover, pushes, or crushes your foes. |
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This spell functions like interposing hand, except that the hand can interpose itself, push, or crush one opponent that you select. The crushing hand can grapple an opponent like grasping hand does. Its grapple bonus equals your caster level + your Intelligence, Wisdom, or Charisma modifier (for a wizard, cleric, or sorcerer, respectively), +12 for the hands Strength score (35), +4 for being Large. The hand deals 2d6+12 points of damage (lethal, not nonlethal) on each successful grapple check against an opponent. The crushing hand can also interpose itself as interposing hand does, or it can bull rush an opponent as forceful hand does, but at a +18 bonus. Directing the spell to a new target is a move action. Clerics who cast this spell name it for their deities. |
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Foresight | ||
Divination | 1 standard action | SRD |
None or Will negates (harmless) - No or Yes (harmless) | Arc 9, Beguiler 9, Blg 9, Drd 9, Fate 9, Halfling 9, Hlr 9, Knowledge 9, Oracle 9, Seafolk 9, Sor/Wiz 9, Time 8 | V, S, M/DF |
10 min./level | Personal or touch | 1 hour |
Target: See text | ||
Sixth sense warns of impending danger. |
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This spell grants you a powerful sixth sense in relation to yourself or another. Once foresight is cast, you receive instantaneous warnings of impending danger or harm to the subject of the spell. You are never surprised or flat-footed. In addition, the spell gives you a general idea of what action you might take to best protect yourself and gives you a +2 insight bonus to AC and Reflex saves. This insight bonus is lost whenever you would lose a Dexterity bonus to AC. When another creature is the subject of the spell, you receive warnings about that creature. You must communicate what you learn to the other creature for the warning to be useful, and the creature can be caught unprepared in the absence of such a warning. Shouting a warning, yanking a person back, and even telepathically communicating (via an appropriate spell) can all be accomplished before some danger befalls the subject, provided you act on the warning without delay. The subject, however, does not gain the insight bonus to AC and Reflex saves. |
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Freedom | ||
Abjuration | 1 standard action | SRD |
Will negates (harmless) - Yes | Exorcism 9, Renewal 9, Sor/Wiz 9, Wuj 9 | V, S |
Instant | Close or see text | General |
Target: One creature | ||
Releases creature from imprisonment. |
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The subject is freed from spells and effects that restrict its movement, including binding, entangle, grappling, imprisonment, maze, paralysis, petrification, pinning, sleep, slow, stunning, temporal stasis, and web. To free a creature from imprisonment or maze, you must know its name and background, and you must cast this spell at the spot where it was entombed or banished into the maze. |
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Imprisonment | ||
Abjuration | 1 standard action | SRD |
Will negates; see text - Yes | Arc 9, Cavern 9, Inquisition 9, Shu 9, Sor/Wiz 9, Wuj 9 | V, S |
Instant | Touch | General |
Target: Creature touched | ||
Entombs subject beneath the earth. |
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When you cast imprisonment and touch a creature, it is entombed in a state of suspended animation (see the temporal stasis spell) in a small sphere far beneath the surface of the earth. The subject remains there unless a freedom spell is cast at the locale where the imprisonment took place. Magical search by a crystal ball, a locate object spell, or some other similar divination does not reveal the fact that a creature is imprisoned, but discern location does. A wish or miracle spell will not free the recipient, but will reveal where it is entombed. If you know the targets name and some facts about its life, the target takes a -4 penalty on its save. |