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Description | Deruwyn's Book of Light |
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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 | ||
Greater Teleport | ||
Conjuration (Teleportation) | 1 standard action | SRD |
None and Will negates (object) - No and Yes (object) | Arc 8, Shu 8, Sor/Wiz 7, Travel 7, Wuj 7 | V |
Instant | Personal and touch | 4 hours |
Targets: You and touched objects or other touched willing creatures | ||
As teleport, but no range limit and no off-target arrival. |
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This spell functions like teleport, except that there is no range limit and there is no chance you arrive off target. In addition, you need not have seen the destination, but in that case you must have at least a reliable description of the place to which you are teleporting. If you attempt to teleport with insufficient information (or with misleading information), you disappear and simply reappear in your original location. Interplanar travel is not possible. |
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Discern Location | ||||||||||||||||||||||||||||||||||||
Divination | 10 minutes | SRD | ||||||||||||||||||||||||||||||||||
None - No | APeace 8, Arc 8, Beguiler 8, Clr 8, Hlr 8, Knowledge 8, Oracle 8, Planning 8, Retribution 8, Shu 8, Sin-A 8, Sor/Wiz 8, Trade 9, Truth 8, Wealth 8 | V, S, DF | ||||||||||||||||||||||||||||||||||
Instant | Unlimited | 6 hours | ||||||||||||||||||||||||||||||||||
Target: One creature or object | ||||||||||||||||||||||||||||||||||||
Reveals exact location of creature or object. |
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A discern location spell is among the most powerful means of locating creatures or objects. Nothing short of a mind blank spell or the direct intervention of a deity keeps you from learning the exact location of a single individual or object. Discern location circumvents normal means of protection from scrying or location. The spell reveals the name of the creature or objects location (place, name, business name, building name, or the like), community, county (or similar political division), country, continent, and the plane of existence where the target lies. To find a creature with the spell, you must have seen the creature or have some item that once belonged to it. To find an object, you must have touched it at least once. |
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Mind Blank | ||||||||||||||||||||||||||||||||||||
Abjuration | 1 standard action | SRD | ||||||||||||||||||||||||||||||||||
Will negates (harmless) - Yes (harmless) | Arc 8, Beguiler 8, Blg 8, Liberation 8, Meditation 8, Mental 8, Mind 8, Protection 8, Sor/Wiz 8, Trade 8, Wuj 8 | V, S | ||||||||||||||||||||||||||||||||||
1 day | Close | 12 hours | ||||||||||||||||||||||||||||||||||
Target: One creature | ||||||||||||||||||||||||||||||||||||
Subject is immune to mental/emotional magic and scrying. |
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The subject is protected from all devices and spells that detect, influence, or read emotions or thoughts. This spell protects against all mind-affecting spells and effects as well as information gathering by divination spells or effects. Mind blank even foils limited wish, miracle, and wish spells when they are used in such a way as to affect the subjects mind or to gain information about it. In the case of scrying that scans an area the creature is in, such as arcane eye, the spell works but the creature simply isn't detected. Scrying attempts that are targeted specifically at the subject do not work at all. |
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Summon Monster VIII | ||||||||||||||||||||||||||||||||||||
Conjuration (Summoning) | 1 round | SRD | ||||||||||||||||||||||||||||||||||
None - No | Arc 8, Clr 8, Sor/Wiz 8, Wuj 8 | V, S, F/DF | ||||||||||||||||||||||||||||||||||
1 round/level (D) | Close | General | ||||||||||||||||||||||||||||||||||
Effect: One or more summoned creatures, no two of which can be more than 30 ft. apart | ||||||||||||||||||||||||||||||||||||
Calls extraplanar creature to fight for you. |
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This spell functions like summon monster I, except that you can summon one creature from the 8th-level list, 1d3 creatures of the same kind from the 7th-level list (summon monster VII), or 1d4+1 creatures of the same kind from a lower-level list (summon monster I, summon monster II, summon monster III, summon monster IV, summon monster V, summon monster VI).
1) May be summoned only into an aquatic or watery environment. |
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Full Description | ||
Meteor Swarm | ||
Evocation [Fire] | 1 standard action | SRD |
None or Reflex half; see text - Yes | Arc 9, Shu 9, Sor/Wiz 9, Wmg 9 | V, S |
Instant | Long | General |
Area: Four 40-ft.-radius spreads; see text | ||
Four exploding spheres each deal 6d6 fire damage. |
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Meteor swarm is a very powerful and spectacular spell that is similar to fireball in many aspects. When you cast it, four 2- foot-diameter spheres spring from your outstretched hand and streak in straight lines to the spots you select. The meteor spheres leave a fiery trail of sparks. If you aim a sphere at a specific creature, you may make a ranged touch attack to strike the target with the meteor. Any creature struck by one of these spheres takes 2d6 points of bludgeoning damage (no save) and receives no saving throw against the sphere's fire damage (see below). If a targeted sphere misses its target, it simply explodes at the nearest corner of the target's space. You may aim more than one meteor at the same target. Once a sphere reaches its destination, it explodes in a 40-foot-radius spread, dealing 6d6 points of fire damage to each creature in the area. If a creature is within the area of more than one sphere, it must save separately against each. (Fire resistance applies to each spheres damage individually.) |
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Time Stop | ||
Transmutation | 1 standard action | SRD |
- | Beguiler 9, Celerity 9, Planning 9, Sor/Wiz 9, Time 9, Trickery 9, Wuj 9 | V |
1d4+1 rounds (apparent time); see text | Personal | 4 hours |
Target: You | ||
You act freely for 1d4+1 rounds. |
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This spell seems to make time cease to flow for everyone but you. In fact, you speed up so greatly that all other creatures seem frozen, though they are actually still moving at their normal speeds. You are free to act for 1d4+1 rounds of apparent time. Normal and magical fire, cold, gas, and the like can still harm you. While the time stop is in effect, other creatures are invulnerable to your attacks and spells; you cannot target such creatures with any attack or spell. A spell that affects an area and has a duration longer than the remaining duration of the time stop have their normal effects on other creatures once the time stop ends. Most spellcasters use the additional time to improve their defenses, summon allies, or flee from combat. You cannot move or harm items held, carried, or worn by a creature stuck in normal time, but you can affect any item that is not in another creatures possession. You are undetectable while time stop lasts. You cannot enter an area protected by an antimagic field while under the effect of time stop. |