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 | ||
Crown Of Might | ||
PHBII | ||
Clr 3, Duskblade 3, Sor/Wiz 3 | ||
6 hours | ||
Gain +2 Strength, discharge to gain +8 bonus for 1 round. |
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Crown of Protection | ||
PHBII | ||
Clr 3, Duskblade 3, Sor/Wiz 3 | ||
6 hours | ||
+1 deflection bonus to AC, +1 resistance bonus on saves; discharge to gain +4 for 1 round. |
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Dispelling Touch | ||
PHBII | ||
Duskblade 3, Sor/Wiz 2 | ||
General | ||
Dispel one magical effect on touched subject. |
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Doom Scarabs | ||
PHBII | ||
Duskblade 3, Sor/Wiz 4 | ||
General | ||
Scarab swarm deals 1d6/2 levels, gives you temporary hit points. |
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Energy Aegis | ||
PHBII | ||
Clr 3, Duskblade 3, Sor/Wiz 3 | ||
General | ||
Subject gains resistance 20 against one energy type for one attack. |
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Energy Surge | ||
PHBII | ||
Duskblade 3, Sor/Wiz 3 | ||
General | ||
As lesser energy surge, but 2d6 damage. |
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Halt | ||
PHBII | ||
Beguiler 3, Brd 3, Duskblade 3, Sor/Wiz 3 | ||
General | ||
Subject's feet become stuck to the ground. |
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Keen Edge | ||
Transmutation | 1 standard action | SRD |
Will negates (harmless, object) - Yes (harmless, object) | Arc 3, Duskblade 3, Metal 3, Shu 3, Sor/Wiz 3, Wuj 3 | V, S |
10 min./level | Close | 1 hour |
Targets: One weapon or fifty projectiles, all of which must be in contact with each other at the time of casting | ||
Doubles normal weapons threat range. |
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This spell makes a weapon magically keen, improving its ability to deal telling blows. This transmutation doubles the threat range of the weapon. A threat range of 20 becomes 19-20, a threat range of 19-20 becomes 17-20, and a threat range of 18-20 becomes 15-20. The spell can be cast only on piercing or slashing weapons. If cast on arrows or crossbow bolts, the keen edge on a particular projectile ends after one use, whether or not the missile strikes its intended target. (Treat shuriken as arrows, rather than as thrown weapons, for the purpose of this spell.) Multiple effects that increase a weapons threat range (such as the keen edge spell and the Improved Critical feat) dont stack. You can't cast this spell on a natural weapon, such as a claw. |
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Greater Magic Weapon | ||
Transmutation | 1 standard action | SRD |
Will negates (harmless, object) - Yes (harmless, object) | Arc 4, Artificer 3, Clr 4, Duskblade 3, Dwarf 4, HB 3, KotC 4, Pal 3, Shu 3, Sor/Wiz 3, Wuj 3 | V, S, M/DF |
1 hour/level | Close | 6 hours |
Target: One weapon or fifty projectiles (all of which must be in contact with each other at the time of casting) | ||
+1 bonus/four levels (max +5). |
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This spell functions like magic weapon, except that it gives a weapon an enhancement bonus on attack and damage rolls of +1 per four caster levels (maximum +5). Alternatively, you can affect as many as fifty arrows, bolts, or bullets. The projectiles must be of the same kind, and they have to be together (in the same quiver or other container). Projectiles, but not thrown weapons, lose their transmutation when used. (Treat shuriken as projectiles, rather than as thrown weapons, for the purpose of this spell.) |
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Protection from Energy | ||
Abjuration | 1 standard action | SRD |
Fortitude negates (harmless) - Yes (harmless) | APeace 3, Arc 3, Blg 3, Blk 3, Clr 3, Dem 2, Drd 3, Duskblade 3, HB 3, Hoard 3, HotD 3, KotC 3, Luck 3, Protection 3, Rgr 2, Shu 3, Sor/Wiz 3, Vassal of Bahamut 3, Wuj 3 | V, S, DF |
10 min./level or until discharged | Touch | 1 hour |
Target: Creature touched | ||
Absorb 12 points/level of damage from one kind of energy. |
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Protection from energy grants temporary immunity to the type of energy you specify when you cast it (acid, cold, electricity, fire, or sonic). When the spell absorbs 12 points per caster level of energy damage (to a maximum of 120 points at 10th level), it is discharged. Note: Protection from energy overlaps (and does not stack with) resist energy. If a character is warded by protection from energy and resist energy, the protection spell absorbs damage until its power is exhausted. |
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Ray of Exhaustion | ||
Necromancy | 1 standard action | SRD |
Fortitude partial; see text - Yes | Duskblade 3, Sor/Wiz 3 | V, S, M |
1 min./level | Close | General |
Effect: Ray | ||
A black ray projects from your pointing finger. You must succeed on a ranged touch attack with the ray to strike a target. The subject is immediately exhausted for the spell's duration. A successful Fortitude save means the creature is only fatigued. A character that is already fatigued instead becomes exhausted. This spell has no effect on a creature that is already exhausted. Unlike normal exhaustion or fatigue, the effect ends as soon as the spells duration expires. |
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Regroup | ||
PHBII | ||
Duskblade 3, Sor/Wiz 3 | ||
General | ||
Teleports nearby allies to your side. |
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Vampiric Touch | ||
Necromancy | 1 standard action | SRD |
None - Yes | Arc 3, Blg 3, Duskblade 3, HB 3, Necro 3, Sin-E 4, Sin-G 4, Sor/Wiz 3 | V, S |
Instant/1 hour; see text | Touch | General |
Target: Living creature touched | ||
Touch* deals 1d6/two levels damage; caster gains damage as HP. |
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You must succeed on a melee touch attack. Your touch deals 1d6 points of damage per two caster levels (maximum 10d6). You gain temporary hit points equal to the damage you deal. However, you can't gain more than the subject's current hit points +10, which is enough to kill the subject. The temporary hit points disappear 1 hour later. |