Editing
Eric Thursley
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
=== 4th Level - [[under construction]] === '''Black Tentacles''' Conjuration (Creation) Level: Sor/Wiz 4 Components: V, S, M Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Area: 20-ft.-radius spread Duration: 1 round/level (D) Saving Throw: None Spell Resistance: No This spell conjures a field of rubbery black tentacles, each 10 feet long. These waving members seem to spring forth from the earth, floor, or whatever surface is underfoot—including water. They grasp and entwine around creatures that enter the area, holding them fast and crushing them with great strength. Every creature within the area of the spell must make a grapple check, opposed by the grapple check of the tentacles. Treat the tentacles attacking a particular target as a Large creature with a base attack bonus equal to your caster level and a Strength score of 19. Thus, its grapple check modifier is equal to your caster level +8. The tentacles are immune to all types of damage. Once the tentacles grapple an opponent, they may make a grapple check each round on your turn to deal 1d6+4 points of bludgeoning damage. The tentacles continue to crush the opponent until the spell ends or the opponent escapes. Any creature that enters the area of the spell is immediately attacked by the tentacles. Even creatures who aren’t grappling with the tentacles may move through the area at only half normal speed. Material Component: A piece of tentacle from a giant octopus or a giant squid. Bloodstar Dimension Door Conjuration (Teleportation) Level: Brd 4, Sor/Wiz 4, Travel 4 Components: V Casting Time: 1 standard action Range: Long (400 ft. + 40 ft./level) Target: You and touched objects or other touched willing creatures Duration: Instantaneous Saving Throw: None and Will negates (object) Spell Resistance: No and Yes (object) You instantly transfer yourself from your current location to any other spot within range. You always arrive at exactly the spot desired—whether by simply visualizing the area or by stating direction. After using this spell, you can’t take any other actions until your next turn. You can bring along objects as long as their weight doesn’t exceed your maximum load. You may also bring one additional willing Medium or smaller creature (carrying gear or objects up to its maximum load) or its equivalent per three caster levels. A Large creature counts as two Medium creatures, a Huge creature counts as two Large creatures, and so forth. All creatures to be transported must be in contact with one another, and at least one of those creatures must be in contact with you. If you arrive in a place that is already occupied by a solid body, you and each creature traveling with you take 1d6 points of damage and are shunted to a random open space on a suitable surface within 100 feet of the intended location. If there is no free space within 100 feet, you and each creature traveling with you take an additional 2d6 points of damage and are shunted to a free space within 1,000 feet. If there is no free space within 1,000 feet, you and each creature travelling with you take an additional 4d6 points of damage and the spell simply fails. Dimensional Anchor Abjuration Level: Clr 4, Sor/Wiz 4 Components: V, S Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Effect: Ray Duration: 1 min./level Saving Throw: None Spell Resistance: Yes (object) A green ray springs from your outstretched hand. You must make a ranged touch attack to hit the target. Any creature or object struck by the ray is covered with a shimmering emerald field that completely blocks extradimensional travel. Forms of movement barred by a dimensional anchor include astral projection, blink, dimension door, ethereal jaunt, etherealness, gate, maze, plane shift, shadow walk, teleport, and similar spell-like or psionic abilities. The spell also prevents the use of a gate or teleportation circle for the duration of the spell. A dimensional anchor does not interfere with the movement of creatures already in ethereal or astral form when the spell is cast, nor does it block extradimensional perception or attack forms. Also, dimensional anchor does not prevent summoned creatures from disappearing at the end of a summoning spell. Resist Energy, Mass '''Summon Monster IV''' ''Conjuration (Summoning) [see text for summon monster I]'' '''Level:''' Brd 4, Clr 4, Sor/Wiz 4 '''Effect:''' One or more summoned creatures, no two of which can be more than 30 ft. apart This spell functions like summon monster I, except that you can summon one creature from the 4th-level list, 1d3 creatures of the same kind from the 3rd-level list, or 1d4+1 creatures of the same kind from a lower-level list. '''4th Level''' * Abishai, White (LE, FCII) * Aoa Droplet (N, FF) * Arcadian Avenger (LG, MMV) * Archon, lantern (LG) * Celestial giant eagle (CG) * Celestial giant owl (LG) * Celestial lion (CG) * Demon, Gadacro (CE, MMV) * Demon, Carnage (CE, MMV) * Demon, Skulvyn (CE, MMV) * Elemental Grue (NE, CA) * Fiendish Dire Eel (CE, Sto) * Fiendish dire wolf (LE) * Fiendish giant praying mantis (NE) * Fiendish giant wasp (LE) * Fiendish monstrous spider, Large (CE) [instead of Fiendish monstrous Diving spider (CE, Sto169)] * Fiendish Sea snake, Huge (CE, Sto170) [instead of Fiendish snake, Huge viper (CE)] * Fiendish shark, Large (NE) * * Guardinal, Cervinal (NG, MMII) * Howler (CE) * Imp, Bloodbag (LE, FF) * Imp, Euphoric (LE, FF) * Imp, Filth (LE, FF) * Mephit (Air) (N) * Mephit (Dust) (N) * Mephit (Earth) (N) * Mephit (Fire) (N) * Mephit (Glass) (N, San) * Mephit (Ice) (N) * Mephit (Magma) (N) * Mephit (Ooze) (N) * Mephit (Salt) (N) * Mephit (Steam) (N) * Mephit (Sulfur) (N, San) * Mephit (Water) (N) * Nerra, Kalareem (N, FF) * Nightmare, Lesser (NE, PH) * Rhek (NG, BoED) * Spined Devil (LE, FCII) * Storm Elemental (N, MMIII) * Yeth hound (NE) * Yugoloth, Voor (NE, MMIV) * Yugoloth, Skeroloth (NE, FF) * Wrackspawn (Ce, MMIV) ''* May be summoned only into an aquatic or watery environment.'' Voice of the Dragon
Summary:
Please note that all contributions to RPGnet may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
RPGnet:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
View history
More
Search
Navigation
RPGnet
Main Page
Major Projects
Categories
Recent changes
Random page
Help
Tools
What links here
Related changes
Special pages
Page information