Here is are a few preview spells from tomorrow's post: Multi-Variable Spells – 3rd-5th Level Spells Beginning with D.
DANCE OF A HUNDRED CUTS
School transmutation; Level bard 5
Casting Time 1 standard action
Components V
Range personal
Target you
Duration 1 round/level
You become a lethal combat
dancer, swirling and spinning with grace and precision. You gain a morale bonus
on melee attack rolls, melee damage rolls, and Acrobatics checks, and to Armor Class.
This bonus is equal to +1 per 3 caster levels (maximum +5 at 15th level). The bonus
to AC is lost under any circumstances that would cause you to lose your Dexterity
bonus to AC. You must remain moving for the spell to stay in effect. If in any round
you do not either move at least 10 feet or make a melee attack, the spell's duration
ends.
In addition, you can choose
one of the following haste-like effects
each round at the beginning of your turn.
·
Increase
your speed by 30 feet.
·
Stand
up as a swift action without provoking an attack of opportunity.
·
Make
one extra attack as part of a full attack action, using your highest base attack
bonus.
·
Gain
a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves.
·
Cast
a single spell of 2nd level or lower as if it were an enlarged, extended, silent,
or still spell.
These
effects are not cumulative with similar effects, such as those provided by haste or a speed weapon, nor do they actually
grant an extra action, so you can't
use it to cast a second spell or otherwise take an extra action in the round. Nor
do these effects stack with haste.
Diminished
Effects
You gain the morale bonus on melee attack rolls, melee damage rolls, and Acrobatics
checks, and to Armor Class; but you do not benefit from any of the haste-like effects.
Heightened
Effects
You gain the morale bonus on melee attack rolls, melee damage rolls, and Acrobatics
checks, and to Armor Class; as well as the full benefits of haste (instead of a once-per-round haste-like effect).
Notes This spell combines
the effects of the following spells: dance
of a hundred cuts and dance of a thousand
cuts.
DISCORDANT BLAST
School evocation [sonic]; Level bard 4
Casting Time 1 standard action
Components V, S
Range 10 ft. or 30 ft.
Area see text
Duration instantaneous
Saving Throw none; Spell Resistance
yes
You create a wave of thunder
and force, either in a 10-foot-radius burst centered on you or in 30-foot cone-shaped
burst. Creatures in the area take 3d6 points of sonic damage and are pushed away
as if bull rushed. Make a combat maneuver check and apply its results to each creature
in the area. Your CMB for this bull rush is equal to your caster level plus your
Charisma modifier. This bull rush does not provoke an attack of opportunity. A discordant
blast cannot penetrate a silence spell (or any similar
magical silence effect).
Diminished Effects The spell range and area are reduced to a 5-foot-radius
burst centered on you or in 15-foot cone-shaped burst.
Heightened Effects Discordant blast can be used to counter or dispel
a silence spell (or any similar magical silence effect of equal or lower
spell level).
DRACONIC RESERVOIR
School evocation [acid, cold, electricity, or fire];
Level alchemist 3, sorcerer/wizard 3
Casting Time 1 standard action
Components V, S, M (a scale from dragon that produces
the energy you seek to absorb)
Range touch
Target creature touched
Duration 10 minutes/level or until discharged;
see text
Saving Throw Fortitude negates (harmless);
Spell Resistance yes (harmless)
Draconic reservoir functions as protection from energy, absorbing
6 points of one type of energy damage per caster level (acid, cold, electricity,
or fire, maximum 60 points). Each round, as a swift action, the subject can release
1d6 points of the absorbed energy and apply it to any melee attack, as if using
a corrosive, flaming, frost, or shock weapon. The first creature
the subject strikes with this attack takes the energy damage in addition to any
other consequences of the attack. Releasing energy in this way does not “free up”
space to absorb still more energy; the maximum amount of energy the spell can absorb
remains fixed. The subject cannot release more energy than he currently has absorbed.
Once the subject has absorbed all the energy allowed by the spell, he takes damage
as normal from that energy type. Once the energy has been released, the spell is
discharged.
Draconic reservoir does not stack with protection
from energy. Draconic reservoir overlaps (and does not stack with) resist energy. If a character
is warded by draconic reservoir and resist energy, draconic reservoir
absorbs damage until it reaches its maximum limit.
Diminished
Effects
The spell’s range becomes personal and its target becomes you.
Heightened
Effects
The spell’s target becomes creatures touched and you may divide the duration in
10-minute intervals among the creatures touched.
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