Valkiria's
Lance
Type: innate (Amazon)
Range: 0
Duration: 114 seconds
Casting Time: 3
Target: the caster
Saving Throw: None
Effects: Summons one of the legendary spears of the Valkirias, the divine amazons.
Create
Bullets
Type: innate (Halfling Thrower)
Range: 0
Duration: Instantaneous
Casting Time: 9
Target: the caster
Saving Throw: None
Effects: If a halfling launcher should run out of bullets, there is no problem. They are able to create them on their own! With this spell you will create 10 units of ammunition for each type of missile weapon (bow, crossbow and
sling).
Samurai
Invisibility
Type: innate (Samurai)
Range: 0
Duration: 20 seconds
Casting Time: 1
Target: the caster
Saving Throw: None
Effects: Mind and body work together to let the Samurai to be practically
invisible to everyone, just like the wizard spell Inivisibility.
Gnomic
Rage
Type: innate (Giant Slayer)
Range: 0
Duration: 30 seconds
Casting Time: 1
Target: the caster
Saving Throw: None
Effects: The effects are the same as the spell "Barbarian Rage" but with an added increase in speed.
Sacrilege
of the Hands
Type: innate (Anti-paladin)
Range: 0
Duration: Instantaneous
Casting Time: 1
Target: one creature
Saving Throw: neg.
Effects: All anti-paladins and dark knights have this innate ability. The Sacrilege of the Hands is the exact opposite of Lay on Hands, instead of giving 2 hp, it damages the target by 2 hp for each level of the caster.
Detect
Good
Type: innate (Anti-paladin and Dark Knight)
Range: 0
Duration: Instantaneous
Casting Time: 1
Target: one creature
Saving Throw: None
Effects: Anti-paladins and dark knights have this innate ability. This is the opposite of Detect Evil; good individuals in the area will be illuminated.
Protection
from Good
Type: innate (Anti-paladin)
Range: 0
Duration: 60 seconds
Casting Time: 1
Target: the caster
Saving Throw: None
Effects: This is the reverse of Protection from Evil. All the good individuals attempting to harm the caster will have -2 thac0 and evil individuals will be at +2 thac0. Also this spell gives protection from demonic creatures.
Perversion
of Evil
Type: innate (Anti-paladin)
Range: 1
Duration: 15 seconds
Casting Time: 3
Target: one creature
Saving Throw: None
Effects: This is the last hope of a difficult battle. The target will be slowed, physical and elemental resistances will be lowered by 50% and be at -5 to all saves.
Dark
Light
Type: innate (Dark Knight)
Range: 18 yards
Duration: 20 seconds
Casting Time: 4
Target: any good creature
Saving Throw: Neg.
Effects: This is the reverse of the spell "False Dawn". Instead of un-dead and evil characters, only good characters will be damaged.
Elven
Privilege
Type: innate (Elf Paladin)
Range: 0
Duration: 114 seconds
Casting Time: 3
Target: the caster
Saving Throw: None
Effects: This is the special ability that Lathander gives to His elven paladins. No other class has access to this spell, that gives these temporary bonuses: +1 to all saves, +1 Thac0, +1/2 attack per round, +50% resistance to physical damage, +4 AC and immunity to level drain.
Fascination
of Good
Type: innate (Messiah)
Range: 1
Duration: 1 day
Casting Time: 1
Target: one creature
Saving Throw: None
Effects: This is the reverse of Fascination of Evil. The target will be controlled by the caster for 120 seconds, and he will remain Lawful Good for 3600 seconds (1 game day).
Time
Stop (X seconds)
Type: innate (Time Keeper)
Range: 0
Duration: X seconds
Casting Time: 2
Area of Effect: Special
Saving Throw: None
Effetti: Upon casting a time stop spell, the wizard causes the flow of time to stop for one round in the area of
effect. Inside the sphere, the caster is free to act for three rounds of apparent time. The wizard can move and act freely within the area where time is
stopped, but all other creatures are frozen in their actions, for they are literally between ticks of the time clock. (The spell duration is subjective to the
caster.) Nothing can enter the area of effect without being stopped in time
also. When the spell duration ceases, the wizard is again operating in normal time. Note that all spells cast during the timestop will take effect immediately after time returns to normal.
Slay
Animal
Type: innate (Dark Ranger and Dark Druid)
Range: 50 yards
Duration: Permanent
Casting Time: 6
Target: All animals in range
Save: yes
Effects: Druids love animals and nature more than most. Sometimes, however, an animal becomes ill or destructive to the balance of nature. In this case, there is only one choice for a
druid: cast this spell and the poor animal will know nothing more.
Never-ending
Charm
Type: innate (Enticer)
Range: 18 yards
Duration: Permanent
Casting Time: 1
Target: a single creature
Saving Throw: Neg.
Effects: The effects are the same as the spell Charm Person, but it is permanent. Only a Dispel Magic spell can save the one affected.
Never-ending
Dire Charm
Type: innate (Enticer)
Range: 18 yards
Duration: Permanent
Casting Time: 1
Target: a single creature
Saving Throw: Neg.
Effects: The effects are the same as the spell Dire Charm, but it is permanent. Only a Dispel Magic spell can save the one affected.
Never-ending
Domination
Type: innate (Enticer)
Range: 18 yards
Duration: Permanent
Casting Time: 1
Target: single person
Saving Throw: Neg.
Effects: The effects are the same as the spell Domination, but it is permanent. Only a Dispel Magic spell can save the one affected.
Fascination
of Evil
Type: innate (Priests of Cyric)
Range: 0
Duration: 1 day
Casting Time: 1
Target: one creature
Saving Throw: None
Effects: The effects of this spell are the same as the common Charm Person spell, but with a difference; if the target succumbs to the spell, their alignment will change to evil for an entire day. The priesthood of Cyric love to use this spell, especially against the paladins. They find it very funny.
Gift
of Tempus
Type: innate (Priests of Tempus)
Range: 0
Duration: 60 seconds
Casting Time: 3
Target: the caster
Saving Throw: None.
Effects: Calling upon the power of Tempus, the priest invokes power for both attack and defence. The priest gains +2 to all saves, +4 to Thac0, +4 to damage, +1/2 attacks per round and immunity to level drain.
Sudden
Storm
Type: innate (Warden of the Water)
Range: 40 yards
Duration: 20 seconds
Casting Time: 5
Target: One creature
Savign Throw: None
Effects: The Druid's magic divides the heavens and a strange, boiling fluid of water, acid and other unpleasant things drops on to the target. The target will be blinded and deafened and suffer one hit point of damage per second until the spell ends. The target is also slowed by the weight of the water that surrounds him.
Summon
Primary Golem
Type: Innate (Golem Trainer)
Range: 40 yards
Duration: 1 hour
Casing Time: 9
Target: Special.
Saving Throw: None
Effects: This is one of the exclusive spells of the Golem Trainer. The bard will summon a Golem to serve for the next hour. The type of Golem depends on the level of the Golem Trainer: level 1-13: Clay Golem, level 14-17: Stone Golem, level 18-21: Ice Golem, level 22+ Adamantite Golem.
Summon
Support Golems
Type: Innate (Golem Trainer)
Range: 40 yards
Duration: 1 hour
Casing Time: 9
Target: Special.
Saving Throw: None.
Effects: This is one of the exclusive spells of the Golem Trainer. The bard will summon three Support Golems to serve for the next hour. The type of Support Golems called depends on the type of Primary Golem present. The three Golems summoned will be a level lower than the Primary
Golem.
Charm
Golem
Type: Innate (Golem Trainer)
Range: Touch
Duration: 1 hour
Casing Time: 1
Target: 1 Golem.
Saving Throw: Yes.
Effects: Casting this spell enables the golem trainer to charm a golem for the next hour. A save vs. spells is allowed to negate the effect, but any magic resistance possessed by the target is bypassed.
|