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Nerd Pride Radio • Spellbook Contents
Page 1 of 1

Spellbook Contents

Posted: Thu Mar 29, 2018 9:24 pm
by DMDarcs
From the metal wizard. Each spell takes up twice the normal amount of space in a spellbook.

0 - acid splash, arcane mark, mage hand, message, open/close, prestidigitation, seeker's chant**
1 - animate rope, blood money*, expeditious retreat, grease, mage armor, magic missile, reduce person, shield, tongue tendrils**, true strike
2 - acid arrow, cat's grace, false life, glitterdust, knock, power word dye**, scorching ray
3 - daylight, dispel magic, fireball, protection from energy, sepia snake sigil, sleet storm, slow, tiny hut
4 - bite of the werewolf**, dimension door, fear, lesser globe of invulnerability, mass reduce person, solid fog, stoneskin
5 - baleful polymorph, cone of cold, dimissal, firebrand**, polymorph, symbol of pain, transmute rock to mud, wall of force
6 - circle of death, disintegrate, flesh to stone, freezing sphere, greater dispel magic, planar binding
7 - evil glare**, prismatic spray, reverse gravity

* = Spell details on d20pfsrd.
** = Updated spell, see below.

Bite of the Werewolf
(Spell Compendium 29)
School transmutation; Level druid 3, sorcerer/wizard 4
Casting Time 1 standard action
Components V, S, M (a wolf's tooth)
Range personal
Target you
Duration 1 round/level

Your face contorts and expands into a wolflike grin. You gain a +2 enhancement bonus to Strength, a +4 enhancement bonus to Dexerity, a +4 enhancement bonus Constitution, and a +4 enhancement to natural armor. You gain a bite attack that deals 1d6 points of damage (or 1d4 points if you are Small) + 1-1/2 times your Str modifier. You also gain the benefit of the Blind-Fight feat. If your base attack bonus is +6 or higher, you do not gain any additional attacks.

Evil Glare
(Spell Compendium 85)
School necromancy [evil, fear, mind-affecting]; Level cleric 7, sorcerer/wizard 7
Casting Time 1 standard action
Components V, S, DF
Range 30 feet
Target living creatures
Duration 1 round/level; see text
Saving Throw Will negates; Spell Resistance yes

You target a living creature within range with your glare; that creature becomes paralyzed with fear for 1d8 rounds. You must be able to see the creature, and it must be able to see you (though it need not meet your gaze).

Once per round afer that for the duration of the spell, you cn target another creature with your glare as a standard action. You can't target the same creature with a single casting of this spell, regardless of the outcome of its saves.

Firebrand
(Spell Compendium 93)
School evocation [fire]; Level sorcerer/wizard 5
Casting Time 1 stadard action
Components V, S, M (a flask of alchemist's fire worth 20 gp)
Range medium (100 ft. + 10 ft./level)
Area one 5-ft. radius burst/level (S)
Duration instantaneous
Saving Throw Reflex half; Spell Resistance yes

The ground erupts beneath your foes, shooting multiple fountains of fiery liquid upward. Each burst deals 1d6 points of fire damage per caster level (maximum 10d6) to all creatures within the area. All subjects hit by the burst in the round the spell is cast or within the area in the following round take 1d6 points of fire damage per two caster levels (maximum 5d6). A character struck in the round the spell is cast can attempt to extinguish the flames on itself as a full-round actionwith a successful DC 15 Reflex save.

Burst effects that overlap do not deal additional damage (a creature can be affected by only one burst).

Power Word, Dye
(Bride of Portable Hole 135)
School transmutation; Level sorcerer/wizard 2
Casting Time 1 standard action
Components V
Range 30 ft.
Target one object up to a 10 ft. cube in size
Duration instantaneous
Saving Throw none (object); Spell Resistance no (object)

Upon intoning the verbal component of this spell and naming the color wished, the target item becomes that color. The color is exactly the color wanted by the caster even if the wrong color was specificed. For example, if the caster wanted a chair to be emerald green but mistakeny thought evergreen was the name of that color, the chair is still emerald green. Basic colors, such as blue, red, or green, as well as esoteric colors such as puce, salmon, or periwinkle can be used with this spell. The item retains its color unless mundanely dyed, painted, or otherwise colored; this includes the passage of time and exposure to the elements. Needless to say, magic can also re-color the item.

Seeker's Chant
(Dragon #326 74)
School divination; Level bard 0, sorcerer/wizard 0
Casting Time 1 standard action
Components V, S
Range personal
Target you
Duration 1 minute

You gain a +1 bonus on visual-based Perception checks while you utter this chant. However, you also incur a -2 penalty on Stealth checks as you must constantly intone the words of the chant while concentrating. The chant itself sounds rather like a children's rhyme and is spoken in a firm voice.

Tongue Tendrils
(Book of Vile Darkness 107)
School transmutation [evil]; Level sorcerer/wizard 1
Casting Time 1 standard action
Components V, S, M (a serpent's tongue)
Range personal
Target you
Duration 1 hour/level or until discharged

Your tongue becomes a powerful tendril that you may spit up to 30 feet away. This tendril wraps around a target, lashing it to something if possible. The tendril makes a grapple attempt using your melee attack bonus, dealing no damage but starting a grapple as a Small creature with a Strength score of 20. If the tendril wins the grapple check, it wraps around a limb or whatever is appropriate for the foe, lashing it to any nearby object. Each tendril has AC 14, 10 hit points, and a break DC of 24. You may create up to one such tendril for every four caster levels, spitting each one as a standard action.

At the end of the spell's duration, the tendrils become bloody bits of organic matter.

Re: Spellbook Contents

Posted: Thu Mar 29, 2018 11:15 pm
by Phoebe
Game is over. I am just now done with work and logging on! I have great timing.

Re: Spellbook Contents

Posted: Fri Mar 30, 2018 8:36 am
by Zen

Re: Spellbook Contents

Posted: Fri Mar 30, 2018 3:14 pm
by Mike
Is it possible that our "mithril mage" was actually just colored by Power Word Dye?

Re: Spellbook Contents

Posted: Fri Mar 30, 2018 4:46 pm
by Bluedevyl
I thought of that, but I was pretty sure Darcs said his skin seemed to be made of mithril, rather than simply dyed... I'd be curious to find out though.

Re: Spellbook Contents

Posted: Fri Mar 30, 2018 5:33 pm
by Eliahad
I'll get a penny.

Re: Spellbook Contents

Posted: Mon Apr 02, 2018 10:15 am
by Zen
Since there were dead dogs that had there skin partially turned to metal on the tables in the room, I'd say that there was some research into transmuting flesh to metal on living creatures going on...

Re: Spellbook Contents

Posted: Wed Apr 04, 2018 8:04 pm
by bralbovsky
If we find the exit, or even if we leave this section, by the behavior of the rest of the rooms, his remains might disaggregate into their original components. We could find that his corpse returns to human, and whatever cyborg elements separate out.

We should decide which spell gets doubled by the pearl. Then whether Eldthor or Hal takes it routinely would be clearer. Eldthor obviously has more choices and might have more out of melee casting opportunities.

On the spellbook topic, there is a feat that allows Hal to learn True strike (among other non standard spells), although it takes a round to cast and doesn't preserve long, which might be handy when coupled with disarming strike which he already has. Would love to figure out a way to instant activate such a thing, if only once a day.

Re: Spellbook Contents

Posted: Thu Apr 05, 2018 8:43 am
by Zen