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Thread: Isciira's Dragonlance spells

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    Default "Magic of the River of Time"

    Historic Vision
    Divination
    Level: Clr/Mys 2, Sor/Wiz 1
    Components: V
    Casting Time: 1 standard action
    Range: Touch
    Target: One object or creature
    Duration: Instant
    Saving Throw: None
    Spell Resistance: Yes (harmless)
    This spell reveals how old an object or creature is and how long it has been in its current immediate location. If cast on an item that has been refurbished, the spell shows its original age and its age since being restored, but only if the majority of the original item is still present; otherwise, it will only reveal the amount of time since the item was refurbished. Note that if you cast the spell on a creature capable of movement, the length of time since it has moved is likely to be very short. This spell is only effective on living creatures or inanimate objects or mechanisms of colossal size or smaller, so casting it on truly immense things like the sky or the sea has no effect.

    Confluence
    Divination
    Level: Sor/Wiz 2
    Components: V, S, M
    Casting Time: 1 standard action
    Range: See text
    Target: One person or object
    Duration: Instant
    Saving Throw: None
    Spell Resistance: No
    With this spell the caster calls to mind a familiar person or object, and then searches for it through the time stream. The caster can then see whether the target has been at his current location at any point in the past. If so, the caster also sees when the target was there. This is only a brief flash of vision, and does not reveal anything more than the last time the target was at the caster’s current location (if it ever was). Note that the caster must have seen the person or object before, and be able to call to mind a mental image of it. For purposes of this spell, the caster’s current location extends for a radius of 3 feet/caster level or, if indoors or aboard a ship, the confines of the room the caster is in. The spell does not move with the caster — to see whether the target was at another location, even a neighboring room, requires casting the spell a second time.
    Material Component: A pinch of fine sand.

    River’s Ravages
    Transmutation
    Level: Drd 2, Sor/Wiz 2
    Components: V, S, M
    Casting Time: 1 standard action
    Range: Short (25 ft. + 5 ft./2 levels)
    Target: One creature
    Duration: 1 round/level
    Saving Throw: Fortitude negates
    Spell Resistance: Yes
    This spell ages a creature’s physical body. The target ages or un-ages up to 2 years/caster level for the duration of the spell. It is up to the caster which direction and how far the change goes — thus, a wizard of caster level nine could age a creature up to eighteen years, or make it six years younger. The spell does not alter a character’s memories or experiences, and thus does not affect XP, class levels, or the mental ability scores of intelligence, wisdom, and charisma.
    However, aging a creature’s body in this way subjects it to the physical changes that come with age (see Chapter 6 in the Player’s Handbook); thus, strength, dexterity, and constitution can be affected. A creature’s appearance can also be affected; if the target changes age category, it receives a +5 circumstance bonus to bluff and disguise checks made to conceal its identity. This spell cannot make the target younger than the Adulthood age category for its race, nor will it age a creature beyond its maximum age (see Chapter 6 of the Player’s Handbook). It will not cause a creature physical damage nor kill it.
    Material Component: A seed and a dried leaf from the same type of plant.

    Temporal Shield
    Abjuration
    Level: Sor/Wiz 2
    Components: V, S, M
    Casting Time: 1 standard action
    Range: Personal
    Target: You
    Duration: 1 round/level
    Saving Throw: None
    Spell Resistance: Yes
    This spell creates a barrier before the caster, the size and shape of a tower shield. The barrier is invisible except for a faint shimmer in the air. Anything that passes through the barrier in either direction is slowed to nearly a stop. The barrier grants you a +6 shield bonus to AC. The bonus applies to incorporeal touch attacks and completely negates magic missiles fired at you. The barrier imposes no armor check penalty or arcane spell failure chance.
    Material Component: A pinch of sand.

    River Watch
    Divination
    Level: Clr 6, Sor/Wiz 4
    Components: V, S
    Casting Time: 1 standard action
    Range: Personal
    Area: Radius of 100 ft. + 25 ft./level, centered on caster
    Duration: 1 min./level
    Saving Throw: None
    Spell Resistance: Yes (harmless)
    The caster attunes himself to the River of Time. He can see it flowing through everything around him, and can detect anything that disrupts that flow. The caster senses time-based spells and magic items, and anyone not in their proper time (time travelers or those subject to time-based spells) becomes apparent to him by glowing with a faint light. The strength of the glow depends upon the power of the spell or item, and how far the object or person is displaced. Items or creatures from the local time’s past glow with a reddish hue (including the caster, if he is time travelling), those from the future have a bluish tint (again, including the caster, if appropriate).
    The spell does not require the caster to be within line of sight of any object — the glow shows through obstacles, and he can follow it to its source.
    Material Component: A piece of sea glass or a pebble polished by waves.

    Dalamar’s Lightning Lance
    Evocation [Electricity]
    Level: Sor/Wiz 4
    Components: V, S, M
    Casting Time: 1 action
    Range: Medium (100 ft. + 10 ft./level)
    Effect: 1 lightning-lance/five levels
    Duration: Instantaneous
    Saving Throw: Fortitude half (see text)
    Spell Resistance: Yes
    You create a crackling lance of lightning that you can hurl at your foes. You must succeed at a ranged touch attack roll to hit. The lance deals 3d6 points of damage from the impact of the strike, plus 1d6 electricity damage per caster level (maximum 10d6). The impact damage is not subject to being reduced by protection from the elements (electricity), spark shield, and similar magic or effects, but the target is entitled to a Fortitude save to halve the electricity damage. You can create and hurl a second lightninglance at 10th level, and a third at 15th level. All bolts must be aimed at enemies within 30 feet of each other.
    Material Component: An amber, crystal, or glass rod.

    Past-Seeing
    Divination
    Level: Clr/Mys 5, Drd 4, Sor/Wiz 4
    Components: V, S, F
    Casting Time: 1 minute
    Range: Touch
    Target: One object or creature
    Duration: 1 min./level
    Saving Throw: Will negates
    Spell Resistance: Yes (harmless)
    You can see and hear into the past of the object or creature, to a maximum of one week into the past per caster level. You must know which moment to look for, though it can be as vague as “when you first arrived in Sanction” or “when this dagger was used to kill the Lord Mayor.” The caster can view and hear the target and surrounding environment (approximately 10 ft. radius), and the vision continues for a period of time up to one minute per caster level. Only the caster experiences the visions, which include both sight and sound but no other senses.
    Focus: A small disk of crystal or glass.

    Frozen Moment
    Evocation
    Level: Sor/Wiz 4
    Components: V, S, M
    Casting Time: 1 standard action
    Range: Close (25 ft. + 5 ft./2 levels)
    Target: One creature or object
    Duration: 1 round/level
    Saving Throw: Will
    Spell Resistance: Yes
    You cause the River of Time surrounding the target object’s essence or the target creature’s soul to stop flowing, but for only a few seconds. This immobilizes that creature or object in place. Everything around the target proceeds as normal, but the region of stopped time encasing the target makes it completely invulnerable to attacks, spells, and damage of any sort while the frozen moment is in effect. This spell does not affect anything larger than a Medium creature — it cannot be used to stop an elephant in its tracks, or to prevent a wagon from toppling over a cliff.
    Material Component: A drop of water.

    River’s Ravaging Flood
    Transmutation
    Level: Drd 4, Sor/Wiz 5
    Components: V, S, M
    Casting Time: 1 standard action
    Range: Short (25 ft. + 5 ft./2 levels)
    Area: Cone-shaped burst
    Duration: 1 round/level
    Saving Throw: Fortitude negates
    Spell Resistance: Yes
    This spell is identical to river’s ravages, except that it strikes all creatures within its area of effect. The cone is blocked by dense matter such as stone, water, or metal at least 1 ft. thick, and is also blocked by force effects such as wall of force. It cannot penetrate antimagic fields. The caster cannot determine individual ages for each target, however every target is aged or made younger by the same amount.
    Material Component: A seed and a dried leaf from the same type of plant.

    Temporal Sphere
    Abjuration
    Level: Sor/Wiz 5
    Components: V, S, M
    Casting Time: 1 standard action
    Range: 10 ft.
    Effect: Sphere with radius of 10 feet, centered on caster’s position
    Duration: 1 round/level
    Saving Throw: None
    Spell Resistance: Yes
    This spell creates a shimmering sphere of slowed time around the caster. While inside the sphere, you are completely invulnerable to attacks or spells originating outside the sphere. Likewise, attacks and spells originating within the sphere cannot affect those outside it. If the sphere is cast in an area with a lingering effect, like a cloud of poison gas, the effect will remain in the sphere. Due to the slowing of time inside the sphere, those inside can only act every other round instead of every round. Once the spell is cast, the temporal sphere cannot be moved. It is possible for a creature to cross the threshold of the sphere in either direction, but it requires a full round action (provoking attacks of opportunity) to do so — this applies to ethereal and incorporeal creatures as well. You may dismiss the sphere at will. The sphere can be dismissed by a targeted dispel magic spell (but not an area one) if the caster passes a caster level check (DC 10 + your caster level), or by greater dispel magic, antimagic field, disjunction, or similar spells.
    Material Component: A small glass sphere filled with sand.

    Timeheal
    Transmutation
    Level: Sor/Wiz 7
    Components: V, S, M, XP
    Casting Time: 1 minute
    Range: Touch
    Target: Living creature touched
    Duration: Instantaneous
    Saving Throw: None (Harmless)
    Spell Resistance: Yes
    With this spell the caster sends the target’s body back in time to a point before it was wounded or ill. If successful, the target is restored to whatever health he possessed at that time. The longer the target has been wounded or ill, the farther back his body has to be sent, and the more likely the spell fails. For every caster level, the caster can send the body back 1 minute without difficulty. Thus a twelfth-level wizard could restore a wounded man’s body to its condition 12 minutes ago. For every additional minute the caster sends the body back, there exists a 5% cumulative chance of spell failure. Note that the target must have at least one hit point left for the spell to work —it cannot restore the dead, though it can restore the corpse to a pristine state.
    Material Component: A small hourglass filled with powdered black pearls worth at least 500 stl.
    XP Cost: 100 XP per minute of time reverted.

    Temporal Sphere, Selective
    Abjuration
    Level: Sor/Wiz 7
    Components: V, S, M
    Casting Time: 1 standard action
    Range: 10 ft.
    Effect: sphere with radius of 10 ft., centered on caster
    Duration: 1 round/level
    Saving Throw: None
    Spell Resistance: Yes
    As temporal sphere except that creatures leaving the sphere are unhindered, and attacks and spells originating within the sphere may affect creatures and items outside it. Attacks from within the sphere to outside it suffer a -2 circumstance penalty due to the slight difference in the flow of time inside and outside of the sphere.
    Material Component: A small silver sphere worth at least 500 stl filled with sand.

    River’s Ravages, Greater
    Transmutation
    Level: Drd 7, Sor/Wiz 8
    Components: V, S, M, XP
    Casting Time: 1 standard action
    Range: Short (25 ft. + 5 ft./2 levels)
    Target: One creature
    Duration: Permanent
    Saving Throw: Fortitude negates
    Spell Resistance: Yes
    This spell is identical to river’s ravages, except that its effects are permanent. The aging or de-aging can only be removed by a wish or miracle cast by a caster of higher level than the caster of greater river ravages.
    Material Component: A seed and a dried leaf from the same type of plant.
    XP Cost: 100 XP per year aged, or 500 XP per year made younger.

    Temporal Sphere, Mobile
    Abjuration
    Level: Sor/Wiz 9
    Components: V, S, M
    Casting Time: 1 standard action
    Range: 10 ft.
    Effect: sphere with radius of 10 ft., centered on caster
    Duration: 1 round/level
    Saving Throw: None
    Spell Resistance: Yes
    As temporal sphere, selective except that the sphere moves with the caster for the duration of the spell.
    Material Component: A small golden sphere, worth at least 1000 stl, filled with an ounce of fine quartz sand worth 100 stl.

    Time Reaver
    Transmutation
    Level: Sor/Wiz 9
    Components: V, S, M, F, XP
    Casting Time: 1 hour
    Range: Close (25 ft. + 5 ft./2 levels)
    Effect: One way portal through time and space
    Duration: Instantaneous
    Saving Throw: None
    Spell Resistance: No
    Known only to a few — officially only the Masters of the Towers of High Sorcery know this spell — timereaver is one of the most potentially powerful and dangerous spells known on Ansalon. This spell creates a portal through time and space and allows up to 1 individual per 4 caster levels to travel through the portal to another period of time. Originally intended to allow wizards to research the past or the future, the spell allows individuals to travel backward or forward along the River of Time. The travelers can travel up to 20 years per level of the caster backward in time, or 1 year per level of the caster forward (as the future is far more difficult to navigate. The spell pierces the barriers between both time and space. It requires incredible concentration from the spellcaster in order to ensure that the travelers end up at both the right time and in the right place (requiring a Spellcraft check at DC 15 +1 for every decade traveled backward and a Spellcraft check at DC 15 +1 for every year traveled forward). If the Spellcraft check is failed: 1) the travelers end up either in the right time but wrong place — 25 miles away per point the Spellcraft check failed, in a random direction (50% chance), or 2) in the right place but the wrong time — up to 5 years per point the Spellcraft check failed, either forward or back (50% chance). Either failure may place the travelers in a precarious position, particularly as the spell is a one-way trip (unless the travelers are provided with a means of returning, such as the device of time journeying or another rare and powerful artifact). At the beginning of time, the High God dictated that alterations to the River of Time were forbidden, thus those using the timereaver spell cannot affect either the past or the future, no matter how hard they try (as a pebble dropped in the river cannot alter the river’s path). However, if one of the Chaos races (any race altered by the effects of the Graygem, such as kender, dwarves, minotaurs, or sea elves) travels through time, the touch of Chaos within them allows for the possibility of time alteration — a potentially disastrous consequence. This spell was primarily used by Masters of the Tower to send individuals through time to research aspects of the past or the future, secure in the knowledge the travelers could do nothing to affect the River of Time. Such expeditions were rarely undertaken, however, as artifacts like the device of time journeying (which originally allowed only a single individual to return through time) are exceedingly rare and difficult to produce.
    Material Component: A magical circle, created by a mixture of rare ingredients worth at least 10,000 stl + 1000 stl per decade traveled backward in time, or per year forward in time.
    Arcane Focus: A major artifact, which is temporarily inert for 1 hour per decade traveled backward in time, or per year traveled forward in time.
    XP Cost: 1000 XP + 500 XP per decade traveled backward in time, or per year forward in time.
    Last edited by Drakestendor; 10-27-2014 at 09:45 PM.

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