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Schadenfreude Studios > Pencil & Paper > D&D 3e: World of Greyhawk® Spells


ÂmesangD&D 3e: World of Greyhawk® Spells  August 1, 2015 5:00 AM | Post #1
has lost the game




KERAPTIS' FLAMECONE
Evocation [Fire]
Level Sorcerer/Wizard 5
Components V, S, M
Casting Time 1 standard action
Range 60 ft.
Area Cone-shaped burst
Duration Instantaneous
Saving Throw Reflex half
Spell Resistance Yes

DESCRIPTION
This spell duplicates the 5th-level sorcerer/wizard spell cone of cold, save that it inflicts fire damage.
Material Component: A pinch of pure sulphur and a spark or flame.
Dragon Magazine #241 November 1997, p.79
— Conversion Manual, p.15

QUINTESSA'S DWEOMERCRAFT
Transmutation
Level Sorcerer/Wizard 3
Components V, S
Casting Time 1 standard action
Range Touch
Target Object(s) touched
Duration Instantaneous
Saving Throw Will negates (object)
Spell Resistance Yes (object)

DESCRIPTION
With but a touch you exchange powers between arms and armor, or recharge wands or staffs.
Arms and Armor: You can exchange armor, shield, or weapon abilities, respectively, of equivalent value, either in effective enhancement bonus or gold piece value. For example, if you have a +2 longsword and a +1 flaming greataxe, you can exchange one point of enhancement from the first weapon and the flaming quality of the second weapon, to produce a +1 flaming longsword and a +2 greataxe. Likewise, you can exchange the etherealness ability of one armor with the undead controlling ability of another armor.
Wands or Staffs: You can grant an additional charge to a wand or a staff for each prepared spell or unused spell slot you expend of equal or greater value as part of the casting of this spell (for staffs, use the highest level spell present). If you expend a spell slot that is a multiple of the wand or staff's spell level, you grant the wand or staff an equivalent number of charges. For example, for each 6th-level spell slot you expend to recharge a wand of lightning bolt, you grant it two additional charges; for each 9th-level spell slot you expend, you grant it three additional charges. A wand or staff can not exceed 50 charges.
— Tome and Blood, p.81
— Rules Compendium, p.160

QUINTESSA'S DWEOMERDRAIN
Abjuration
Level Sorcerer/Wizard 5
Components V, S
Casting Time 1 standard action
Range Touch
Target Object touched
Duration Instantaneous and 10 minutes/level or until expended; see text
Saving Throw Will negates (object)
Spell Resistance No

DESCRIPTION
With but a touch you drain a pool of XP from a magic item and retain it for the purpose of casting spells that have an XP component. The XP gained from draining a magic item through this spell are not counted toward attaining a new level. Each casting drains from a single magic item the amount of XP it took to create the item, rendering the item nonmagical.
You may draw from this pool whenever casting a spell that has an XP component, paying any leftover cost yourself. For example, if you touch a fully-charged wand of lightning bolt you drain 450 XP, or 9 XP (450 ÷ 50) per charge, with which to cast a spell such as limited wish. Drained XP are retained for 10 minutes per caster level; any points not spent when the spell's duration expires are wasted.
An item in a creature's possession uses its own Will save bonus or its possessor's Will save bonus, whichever is higher.
This spell does not work on artifacts.
— Tome and Blood, p.81
— Rules Compendium, p.160

QUINTESSA'S DWEOMERSHIELD
Abjuration
Level Sorcerer/Wizard 4
Components V, S, F
Casting Time 1 standard action
Range Touch
Target Creature touched
Duration 24 hours
Saving Throw Will negates (harmless)
Spell Resistance Yes (harmless)

DESCRIPTION
With but a touch you ward a subject from the full effects of one magic item of up to 15th level, on hand or specified by name, history, description, or identified by some other like manner. Your caster level must be equal to or greater than the magic item's caster level. Quintessa's dweomershield does not remove a cursed item from the subject's possession, but it will nullify its effects. Magic weapons still deal damage as a non-magical weapon of the same type.
Only one casting of Quintessa's dweomershield can affect a subject at a time; if a second is cast, the first one (if still active) is dispelled.
This spell does not work on artifacts.
Focus: A piece of jewelry embedded with a diamond worth at least 1,000 gp, to be worn by the warded subject.
— Tome and Blood, p.81
— Rules Compendium, p.160

QUINTESSA'S GREATER DWEOMERSHIELD
Abjuration
Level Sorcerer/Wizard 8

DESCRIPTION
This spell works like Quintessa's dweomershield, but can affect a magic item of any caster level, including artifacts; artifacts without a stated caster level are treated as being 21st level for this purpose.
Focus: A piece of jewelry embedded with a diamond worth at least 5,000 gp, to be worn by the warded subject.
— Tome and Blood, p.81
— Rules Compendium, p.160

SLEROTIN'S FORTITUDE
Abjuration/Transmutation
Level Sorcerer/Wizard 9
Components V, M; see text
Casting Time 1 round
Range Touch
Area Up to 10 cubic feet/level
Duration Permanent
Saving Throw None
Spell Resistance No

DESCRIPTION
By means of this spell, the caster can alter the molecular structure of nonmagical, inorganic matter so as to make it impervious to harm from both physical and magical attacks.
The caster is able to affect up to 10 cubic feet of material per caster level, though the matter in question must be of the same general type. For example, a stone wall could be rendered invulnerable to damage, but not an iron door set into the wall. A second casting would be necessary to include the door. Note that if several doors exist in the same wall, several fortitude spells would be needed. Furthermore, the frame, hinges, locks, etc., are protected only if they are of the same material as the door.
Slerotin's fortitude can be removed only by a full wish. However, more than one fortitude can be cast on a single area so as to make it more difficult to bring down. Thus, a wall that is under the effects of three fortitude spells requires three separate wish spells to return it to a normal wall. No other spell or force can harm such a protected area. Materials subject to this spell are impervious even to spells like disintegrate or earthquake.
An area affected by Slerotin's fortitude spell will radiate strong magic if detected.
Material Component: A diamond of at least 1,000 gp value, one ounce of powdered steel or other strong and hard metal, and a drop of water. These components are necessary for every 10 cubic feet to be fortified, but the quantity of components should be modified if lesser amounts of material are to be affected.
Dragon Magazine #241 November 1997, p.81
— Conversion Manual, p.15



URNOTE


ÂmesangD&D 3e: World of Greyhawk® Epic Spells  August 1, 2015 5:00 AM | Post #2
has lost the game




BENEDICTION
Conjuration (Healing)
Spellcraft DC 64
Components V, S, DF, Ritual, XP
Casting Time 1 standard action
Range 300 ft.; see text
Target One creature/participant, no two of which can be more than 300 ft. apart; see text
Duration Instantaneous
Saving Throw Will negates (harmless) or Will negates; see text
Spell Resistance Yes (harmless) or Yes; see text

DESCRIPTION
This spell functions like heal, greater restoration, and resurrection, except as noted above. Additionally, the spell cures all hit point damage, reverses level drains lost within the last 20 weeks, and returns to life a creature dead for no longer than two hundred years.
Against undead, the influx of positive energy causes the loss of all but 1d4 hit points if the undead fails a saving throw.
For each participant sacrificing a 6th-level spell slot add one additional target and increase the range by 50% (450 ft., 600 ft., etc.).
XP Cost: 2,000 XP

SPELLCRAFTING REQUIREMENTS
Seeds heal (DC 25), life (DC 27); Factors 1-action casting time (+20 DC), restore permanently drained ability score points (+6 DC), dispel all negative levels afflicting the target (+2 DC), change from touch to target (+4 DC), each additional target (+10 DC; see text), increase range by 50% (+1 DC; see text); Mitigating factors each additional caster contributing one 6th-level spell slot (–11 DC; see text), burn 2,000 XP (–20 DC); Cost 576,000 gp, 23,040 XP, 12 days
— Epic Level Handbook, p.98

DISPEL MAGIC, SUPERB
Abjuration
Spellcraft DC 44
Components V, S
Casting Time 1 minute
Range 300 ft.
Area 20-ft.-radius burst
Duration Instantaneous
Saving Throw None
Spell Resistance No

DESCRIPTION
This spell functions like dispel magic, except that your dispel check is +30, you affect all creatures, objects, and spells in the area, and you suffer 5d6 backlash damage per casting.
Superb dispel magic can defeat all spells, even those not normally subject to dispel magic. It can dispel (but not counter) the ongoing effects of supernatural abilities as well as spells, and it affects spell-like effects just as it affects spells. Any creature, object, or spell is potentially subject to superb dispel magic, even the spells of gods and the abilities of artifacts.

SPELLCRAFTING REQUIREMENTS
Seed dispel (DC 19); Factors additional +20 to dispel check (+20 DC), change from target to area (20-ft.-radius burst, +10 DC), Mitigating factor 5d6 backlash (–5 DC); Cost 396,000 gp, 15,840 XP, 8 days
— Epic Level Handbook, p.96

SUMMON KORD
Conjuration (Summoning) [Chaotic, Good]
Spellcraft DC 76
Components V, S, XP
Casting Time 10 minutes
Range 150 ft.
Effect One summoned deity
Duration 1 hour (D)
Saving Throw Will negates
Spell Resistance Yes

DESCRIPTION
This spell can summon Kord, Suel God of Strength. Summoning him from the Heroic Domains of Ysgard is a long and arduous process, requiring the spellcaster to know Kord's name and some facts about his life, defeat any magical protection against discovery or other protection possessed by him, overcome Kord's spell resistance and requiring him to fail a Will saving throw.
Even if all such conditions are met, the Suel God is under no special compulsion to serve the caster.
XP Cost: 20,000 XP

SPELLCRAFTING REQUIREMENTS
Seed summon (DC 14); Factors summon unique individual (+60 DC), +30 on caster level check to overcome individual's spell resistance (+60 DC), increase saving throw DC by +50 (+100 DC), increase range by 100% (+2 DC), increase duration by 2,900% (+58 DC); Mitigating factors increase casting time by 9 minutes (–18 DC), burn 20,000 XP (–200 DC); Cost 684,000 gp, 27,360 XP, 14 days
Living Greyhawk™ Gazetteer, p.174
— Deities and Demigods, p.78
— Epic Level Handbook, p.100

TIME STOP, MASS
Transmutation
Spellcraft DC 57
Components V
Casting Time 1 standard action
Range Personal and touch
Target You and touched objects or other touched willing creatures weighing up to 1,000 lb.
Duration 5 rounds (apparent time); see text
Saving Throw None and Will negates (object)
Spell Resistance No and Yes (object)

DESCRIPTION
This spell functions like time stop, except that it affects multiple creatures and the apparent time is always 5 rounds.

SPELLCRAFTING REQUIREMENTS
Seed transport (DC 27); Factors move to time stream (+8 DC), 1-action casting time (+20 DC), no somatic component (+2 DC); Cost 513,000 gp, 20,520 XP, 11 days
— Epic Level Handbook, p.101



URNOTE


  


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