Sarevok (BGII)
Banned
Eu achei no Forum da Wizards um Compendium de Magias! Muito boa... mas ainda a minha proposta eh citar aqui as mais fortes e uteis!
Última edição:
Caro Visitante, por que não gastar alguns segundos e criar uma Conta no Fórum Valinor? Desta forma, além de não ver este aviso novamente, poderá participar de nossa comunidade, inserir suas opiniões e sugestões, fazendo parte deste que é um maiores Fóruns de Discussão do Brasil! Aproveite e cadastre-se já!
Que tiram um dano cavalar, conforme o mago progride. O combo da 3E de mísseis mágicos maximized + mísseis mágicos quickened + mísseis mágicos hastened é mortal!!
E pode optar por ter míssel mágico maximizado e outro míssel mágico acelerado? Meio estranho, se são a mesma magia, devia acumular e não ficar separado.
Storm of Vengeance
Conjuration (Summoning)
Level: Drd 9, Clr 9 Components: V, S Casting Time: 1 round Range: Long (400 ft. + 40 ft./level) Effect: 360-ft.-radius storm cloud Duration: Concentration (maximum 10 rounds) (D) Saving Throw: See text Spell Resistance: Yes This spell creates an enormous black storm cloud. Lightning and crashing claps of thunder appear within the storm. Each creature beneath the cloud must succeed on a Fortitude save or be deafened for 1d4×10 minutes.
If you do not maintain concentration on the spell after casting it, the spell ends. If you continue to concentrate, the spell generates additional effects in each following round, as noted below. Each effect occurs during your turn.
2nd Round
Acid rains down in the area, dealing 1d6 points of acid damage (no save).
3rd Round
You call six bolts of lightning down from the cloud. You decide where the bolts strike. No two bolts may be directed at the same target. Each bolt deals 10d6 points of electricity damage. A creature struck can attempt a Reflex save for half damage.
4th Round
Hailstones rain down in the area, dealing 5d6 points of bludgeoning damage (no save).
5th through 10th Rounds
Violent rain and wind gusts reduce visibility. The rain obscures all sight, including darkvision, beyond 5 feet. A creature 5 feet away has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker cannot use sight to locate the target). Speed is reduced by three-quarters.
Ranged attacks within the area of the storm are impossible. Spells cast within the area are disrupted unless the caster succeeds on a Concentration check against a DC equal to the storm of vengeance’s save DC + the level of the spell the caster is trying to cast.
Estate Transference (Alteration)
Range: 0 Components: V, S, M
Duration: Permanent
Casting Time: 10 turns
Area of Effect: 1,000 square feet/level
Saving Throw: None
This powerful spell allows a caster to transfer a large area of land in the Prime Material plane to any of the elemental planes. All buildings, people, and wildlife within the area of effect are also transported. The land forms a pocket of the Prime Material plane within the elemental plane. The pocket is a sphere with a diameter equal to the diameter of the land. The surface of the pocket allows creatures to enter or exit the pocket, but prevents the elements from entering the pocket.
Inside the pocket, the land is surrounded by air of a temperature matching that of the Prime Material plane at the moment the land was moved. In addition, a source of water is created within the pocket.
Before the spell is cast, the area to be moved must be surrounded by solid markers of material from the destination plane. Thus, if a wizard wants to move his castle to the Elemental Plane of Fire, he must first surround the area with solid blocks of matter from the Elemental Plane of Fire, such as hardened magma or magically-crystallized fire. The blocks must be spaced no more than five feet apart and may be placed above ground or under the surface (at a depth of no more than three feet).
The wizard must be within the area to be moved when he casts the spell. When the land moves, a hemispherical crater is left behind in the Prime Material plane. Inside its pocket on the desired plane, the land continues its existence as if nothing changed, with the exception of occasional visits from planar creatures.
Any land that is moved in this manner can never again be moved with this spell.
The material component (in addition to the markers) is the appropriate magical device to control elementals of the desired plane (bowl commanding water elementals, brazier commanding fire elementals, censer controlling air elementals, or stone controlling earth elementals). The item must be permanently placed at the heart of the area of effect and cannot be used for any other purpose. If the device is disturbed in any way, the spell immediately fails, allowing the energies of the elemental plane to flood into the protected area.