Does not remove effects that prevent.Dmg Reduc and Spell Resist Spell Resistance 10+1/6lvl. Matrix vs spell amp: spell Alarm Caster Level(s): Brd 2, Rgr 2, Sor/Wiz 2Instantly removes all existing harmful spell effects and increases your chance to resist all spells by 90 for 5 sec. 320 hp and 50 status resistance is very often the difference between your teammates getting picked off or living to cast their next. When trading blows with the enemy midlaner they have to do over 100 dmg at minimum to dent you hp wise while every rightclick you throw at them goes out of their hp.For more options go to utwink and click on the mage section.Head Lucky Fishing Hat (BoP) Green Tinted Goggles (BoE)Neck Thick.Shield Other Caster Level(s): Cleric 3, Paladin 2The target of this spell gains a +1 deflection bonus to AC and a +1 to all saves. A silence spell has no effect on a mental alarm.This is just one of the many armor combinations you can use. You note a single mental “ping” that awakens you from normal sleep but does not otherwise disturb concentration. The mental alarm alerts you so long as you remain within the same region as the warded area.
If there is an active Scrying attempt, it immediately ends. The spells Scrying, Teleport, and Unravel cannot be cast from or to the area for the duration of this spell. Greater Spell Focus: Abjuration increases duration to 12 rounds / level.The entire area becomes protected with a dimensional anchor that prevents astral incursions. Spell Focus: Abjuration increases duration to 6 rounds / level. The caster suffers the remaining damage, ignoring further mitigation.The shared damage only works when both the caster and target are in the same area.Ilyykur's Mantle Caster Level(s): Sorc/Wiz 4You cloak yourself in an aura that gives you a +1 bonus per 3 caster levels (maximum +5) on saving throws against spells and spell-like abilities, and you gain electricity resistance 10. Greater Spell Focus: Conjuration allows for two seams open per server reset instead of one.Teleport School: Conjuration (Teleportation)Target: You and touched objects or other touched willing creaturesThis spell instantly transports you to a designated destination, predetermined through the configuration menu. This may be attempted once per server reset, and causes planar sickness.Casting this spell is considered a hostile action and cannot be cast near neutral NPCs without a DM oversight. If those squares are occupied or cannot support the teleported creatures, the creatures appear as close to you as possible, on a surface that can support them, in an unoccupied square.(WARNING: It is AGAINST THE RULES to use this spell to gather PCs who do not want to be regrouped! Use good judgement when using this spell.)Unravel Caster Level(s): Wizard / Sorcerer 4, Portal Domain 5The caster opens a seam to another world. Each subject of this spell teleports to a square adjacent to you. Many areas permanently block teleportations, indicating magical defences. Teleportation is indiscriminate and will take any valid creature in range (potentially including summoned creatures!), even if they are hostile.It is not possible to Teleport into different Rings or different Planes. The creatures do not need to be willing. All creatures to be transported must be standing within 10ft of the caster. Small creatures count as Medium creatures for the purpose of this spell, but each Large creature counts as two Medium creatures, each Huge creature counts as two Large creatures, and so forth. Torrent microsoft sql server 2008 r2 enterprise editionIf the save fails, you can see and hear the subject and the subject's immediate surroundings. If the subject succeeds on a Will save, the scrying attempt simply fails. Else, the caster still teleports to the position of the target and leaves an explosion, however the target stays in place.If the target is a servant of the caster, the switch will auto succeed without a save.Scrying Spell level: sorcerer/wizard 4, Cleric 6, Druid 6You can see and hear some creature, which may be anywhere within the same region. Summon Swarm Spell level: druid 3 sorcerer/wizard 3The caster summons a swarm of 2-3 summons of the first circle.Devastating Bodyswap Spell level: sorcerer/wizard 5Area of effect: Target single, Explosion largeIf the target fails the will save, the caster switches places with the target creature, leaving a fiery explosion (1d6 fire damage per level, huge radius - same as fireball) where the caster once was. Failing the check, or closing the channel prematurely, immediately causes the spell to fail. Any damage incurred while focusing on the spell will prompt a difficult concentration check. Spell Focus: Divination adds an additional 1d4 damage and a creature that fails the saving throw is knocked down for a single round. Exceptionally accomplished diviners sometimes obtain or create a personal Scrying Focus that can be carried as part of their inventory.Targeting: Valid targets include any monster within the same area as the caster, and any PC within the same Ring or Seam.Future's Pain Spell level: sorcerer/wizard 4The caster blasts his target with future pain they'll suffer 1d4 rounds in the future and deals 1d4 points of bludgeoning damage per caster level to the target. These objects exist in static, defined locations in-game. Insight reveals the amount of gold present on their person, the weight of their pack and the current spells that affect them.SF Divination: Also shows the remaining duration of each spell affecting the targetGSF Divination: Also shows the power of the spells*. Wizards with Specialization: Divination add 1d4 damage.The caster brings the Third Eye upon the target, divining essential information about them.
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