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Magija

Acidball, level 5 (Evocation) Wizard Spell Duration:instan.
Range:10yds+10yds per2 levels of caster Casting time: 4
Area of effect:20-ft. radius Saving throw:none

This spell is much like the fireball spell, except that it is an exploding ball of acid and is the best area-of-effect spell against trolls and other regenerating creatures. It does 1d10/level of caster of acid damage.

 
Khadgar's Spell of Apocalypse,lev 5(Evoc.) Duration:instan.
Range: 1000 yds Casting time:3rds
Area of effect:Special Saving throw:none

Taking absolute consentration this spell calls apon the choatic and destructive powers of the underworld to obliterate all living, undead, and magical creatures while leaving the caster unscathed. If the caster is distracted the spell looses focus and inflicts 1d4*10 worth of damage to a area of 5 meters around caster and also injuring the caster within the area.Requirements: 3 nightshade, 1 bloodruby, 1 soulstone damage 1d20*10 no save

 
Fire Bolt, level 4 (Evocation) Wizard Spell Duration:instan.
Range:20 + 10 per level ( 60 max ) Casting time:4
Area of effect:Special Saving throw:1/2

This spell combines properties of a lighting bolt with that of a fire ball. The result is a fiery bolt which springs from the casters fingertips in a straight path in the direction deemed by the caster. The bolt is approx. 1 ft x 1 ft there-by granting a +2 saving throw to all creatures with an effective dex above 9 and with those lucky ones with dexterity of 19 or higher make a saving throw at +2 and if successful take no damage, half if unsuccessful. The damage recieved is 1 d8 per lvl of caster to a max of 10 d8. ( 12 d8 if specialized in ).

 
Force Bolt, level 3 (Evocation) Wizard Spell Duration:instan.
Range:90 yds Casting time:2
Area of effect:1-5 targets Saving throw:none

This spell functions as the spell magic missile, except that each missile created also acts like a push spell (level 1) and will push up to 15lbs per level of the caster, per missile. like magic missile, only one missile per every two levels of the caster is gained.

 
Freeze, level 2 (Alteration)Wiz Spell(Rever.) Duration:perman.
Range:Touch Casting time:2
Area of effect:10 cubic feet per level Saving throw:N/A

Upon completion of this spell, the caster freezes some amount of water to become ice. For every level of the caster, 10 cubic feet of water can be frozen. The caster may choose to freeze only the water surface, which will not change the amount of liquid frozen. The effect the spell is permanent until the external temperature melts the now frozen ice. This spell, if cast on any creature from the elemental plane of water, will cause 1d6 damage per level of the caster. Any magical water gains a saving throw vs. spell to prevent the effects of this spell.The reverse of this spell, Melt, will melt an equal amount of ice to become water. The effect is permanent until some other means freezes the water back to ice. Any creature made of ice will take 1d6 damage per level of the caster and any magically created ice, such as a Wall of Ice, gets a saving throw vs. spell to prevent the effects of the spell.

 
Teleport Other, lvl 5 (Alteration)Wiz. Spell Duration:instan.
Range:Special Casting time:2
Area of effect:one creature Saving throw:neg.

This spell is similar to the 5th level wizard spell Teleport. Except that the caster doesn't have to traveel with the spell.

 
Transmute Blood to Dust, lvl 8 (Necromantic) Priest Spell Duration:instan.
Range: 5 yards + 10 yrads/level Casting time:7
Area of effect:one creature Saving throw:neg.

Components: V,S,3 drops of victim's blood

This spell will instantly turn the victims blood to dust, killing him instantly. The victim gains a save vs. death at -6 to avoid the effects entirely. The victim can only be brought back to life by Resurrection, Wish, or this spells reverse, Transmute Dust to Blood.

 
Walk on Water, lvl 6(Protection)Priest Spell Duration:30 rounds
Range:Touch Casting time:1 rnd.
Area of effect:one creature Saving throw:neg.

When this spell is cast, the caster can walk across water for 30 rounds. After 30 rounds the caster will fall into the water if he/she is not already on dry land.

 
Mind Crush (Telepathy) Psionic Spell
Prerequisites: Contact, level 8. Range:40 ft
Power Score: Int -4 Casting time:3 rnd.
Maintanance Cost: 5 per round Intial Cost: 60

Using this power the psionic can blast another beings mind with powerful mental Crushing blows. the psionic can only od this to oponents with lower inteligence than his own. First the victom must make a saving throw -4. If he fails then the psionics power works This power will crush the victom inteligence. if the power check suceeds you take the check and divide it in half and there is the amunt of intelegence crushed for every 5 rounds the psionic maintains the power he permanently lowers the victoms intelegence by 1. Psychic Surgery can repair this by 1 round maintainance/ 1 intelegence. Power score: lowest intelegence crushed to is 3. 2o: the psionic crushes his own intelegence! he also goes into a comma for 1d6 days.

 
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